POV-Ray : Newsgroups : povray.newusers : Meshes : Re: Meshes Server Time
6 Sep 2024 02:21:02 EDT (-0400)
  Re: Meshes  
From: Peter Cracknell
Date: 7 Oct 1999 11:39:56
Message: <37fcbecc@news.povray.org>
Thanks again!  Ken was right saying you were a genius.

P3TE

www.p3te.freeuk.com

Chris Colefax <cco### [at] geocitiescom> wrote in message
news:37fcabf1@news.povray.org...
> Peter Cracknell <pc### [at] lineonenet> wrote:
> > I've been using POV a little while now and I'm getting through all the
> > things possible.  I've learnt most of the code understood lighting and
> > cameras and got a bit on animation.  Moray is quite easy too, only
things
> > left media and meshes/bicubic patches etc.  I've been playing with Chris
> > Colefex's hair, which I must say is amazing, there are so many options
and
> > it is by far the best around that I have seen.  Though it uses meshes,
and
> > I've been using the sphere that came with it.  Is there anyway to
convert
> > blobs to meshes?  This would be absolutely ideal as otherwise I'm gonna
> have
> > to redo the blobs using the sphere PCM file that came with it and that
> would
> > make it really slow.  Basically any help/links or info on meshes and an
> > answer to my question would be very highly appreciated to help me out.
>
> It is possible to convert blobs to triangle meshes: any polygon renderer
> that supports metaballs does this (Truespace, etc).  In fact, PolyRay will
> also do this (it can triangulise all of its objects for displacement
> mapping, wireframe preview, and exporting to mesh formats).  POV-Ray,
> though, cannot - although it should be possible to use Ron Parker's trace
{}
> function (currently SuperPatch only) to extract the triangle co-ordinates
> or, indeed, as has already been done, to place objects such as hair
directly
> onto a blob surface.
>
> At any rate, even if you did convert your bear model to a mesh I suspect
> covering the surface with my macro file would take quite a while... a
> quicker option might be to fake the fur using textures and/or media.  I've
> posted a message in binaries.images showing two possible methods: both use
> larger copies of the base surface, and these should be quite easy to make
> for a blob model simply by creating a second copy of the blob with a lower
> threshold.
>
>


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