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yesbird wrote:
> On 08/10/2025 18:29, kurtz le pirate wrote:
> > Have you noticed any improvements ?
>
> Yes, I am working hard and updating it daily, fixing the bugs and
> implementing new features.
I *just* noticed something odd about your online STL-to-mesh2 conversion
process. (I should have mentioned it before now, but was too busy working on my
own converter; my apologies.)
It seems that the resulting mesh2 triangles are facing 'inside out'-- the
insides face outside and vice versa. See my attached render of an STL (binary)
file that I uploaded to your page and converted tonight.
In the converted mesh2 file, I first deleted your union{...} and material{...}
at the end, then rendered the mesh2 with my own textures: A regular texture AND
an interior_texture.
However, this is NOT a fault of your conversion process: I noticed the same
behavior while working on my own POV-ray STL-to-mesh converter. The 3 vertices
in each STL triangle are apparently written the opposite way 'around the clock'
-- opposite chirality-- according to how *POV-ray* expects them. I had to fix
this in my own code, simply by swapping the triangles' 3rd point for the 1st.
Like:
an original STL triangle:
triangle{<1,2,3>, <4,5,6>, <7,8,9>}
for correct POV-ray rendering:
triangle{<7,8,9>, <4,5,6>, <1,2,3>}
STL files (and 3D printers) are apparently standardized for a 3-vertex chirality
that is opposite to POV-ray's own triangle-rendering scheme.
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Attachments:
Download 'triangles_inside_out_kw_10_10_25.jpg' (20 KB)
Preview of image 'triangles_inside_out_kw_10_10_25.jpg'

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