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"Sohcahtoa" <kil### [at] yahoo com> wrote:
> "Anthony D. Baye" <Sha### [at] spamnomore hotmail com> wrote:
> > I would think it would be easiest to convert each mass of different block types
> > into a single mesh by mapping the corner vertices. make each mass smaller than
> > it has to be by some tolerance value. The problem I see with this is changes in
> > ior when going from water to air, it might make the blocks under the water
> > render improperly.
>
> I'm starting to consider doing this.
>
> > One thing you could try is shifting water vertices down and outward, so that
> > they pass a little under the surface of surrounding blocks.
>
> I mentioned in another post in this thread that I found that if I offset every
> other water box vertically by a tiny amount in a checkerboard-like fashion it
> solves the artifact problem.
>
> > Are you planning to model everything, or only the surface? Your conversion
> > files will be awfully large if you model everything.
>
> I wrote a flood-fill type of algorithm that searches to only find the blocks
> that are visible above the surface. However, a 600x600 world still ends up with
> over 600,000 blocks. The POV file ends up taking over 15 minutes to parse.
You could try breaking the file into several smaller files -- say 10x10 chunks
square? Or more, if you're comfortable with it -- and render each one
separately via batch file.
Regards,
A.D.B.
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