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That sounds quite interesting, and I would like to have a look at them. Can you
give me a URL? Thanks.
Cousin Ricky <ric### [at] yahoocom> wrote:
> On 03/25/2015 12:47 PM, Sven Littkowski wrote:
> > Hi,
> >
> > actually, using blobs is not difficult, still, I have a case where I
> > self simply don't succeed to find the right values. If you like, try
> > yourself on it and help me with a solution.
> >
> > Basically, I have a more or less cylindrical body, and wanted a smooth
> > transformation into a cylinder across, at its end. My own solution
> > doesn't look good, after days of trying.
>
> My historical tendency when faced with intractable blobs has been to
> give up on the blobs and use isosurfaces. In fact, I got so much into
> isosurfaces (slow as they are) that I wrote several functions for
> isosurface blobbing. Two of them are included in the Object Collection
> module RoundEdge. They are more predictable than the blobbing methods
> described in the user manual, being formulated to seamlessly match
> POV-Ray primitives. This way, instead of having a big, slow isosurface,
> you can reduce the render time by confining the isosurface to the join
> areas, and using the primitives for the rest of the form.
>
> The RoundEdge module contains other functions for matching blobs to
> primitives, but those functions don't seem applicable to the shape you
> have so far. (I'm assuming you want the red part of the shape to
> transition smoothly into the white part.)
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