POV-Ray : Newsgroups : moray.win : CSG operations : Re: CSG operations Server Time
29 Jul 2024 00:28:34 EDT (-0400)
  Re: CSG operations  
From: ryan constantine
Date: 8 Apr 2000 12:56:21
Message: <38EF655C.54F8AE9@yahoo.com>
if you don't need to see into the windows, why don't you just make some
image maps to lay on the plane?

Mike Weber wrote:
> 
> My main concern is the best way to cut out a 'hole' from a an object, and
> replace that hole with a window that is flush with original object.
> 
> In other words, lets say I have a cube, a tall thin one, and I want to make
> a bunch of glass windows.  First I would do a CSG difference operation on it
> using a bunch of smaller cubes to cut the holes.  Then I would use the same
> tall thin cube with the smaller ones and do an intersection and use the
> appropriate texture.  Then a 3rd CSG would combine the above 2 CSGs. I now
> realize that this is more of a general POV CSG question than Moray.  But my
> question still holds - is this the best way?
> 
> In the POV script I could do (with out textures):
> 
> #declare Building = box{<0,0,0><1,1,1> scale <tall,thin,1>}
> #declare BunchOfCubes = boxes
> then
> union{
>  difference{Building
>             BunchOfCubes }
>  intersection{Building
>               BunchOfCubes {
> }
> 
> Assume that Building is actually a mesh of triangles or a UDO object,
> this is efficient because we are saving memory by referencing objects.
> Is it possible to reference objects in Moray...  Now I'll go read the Moray
> help...
> --
> Mike
> 
> wk: mik### [at] pyxiscom  www.pyxis.com
> hm: mwe### [at] sciticom  www.geocities.com/mikepweber
> 
> "Ken" <tyl### [at] pacbellnet> wrote in message
> news:38ED9DB2.37A7E2F6@pacbell.net...
> >
> >
> > Lutz Kretzschmar wrote:
> > >
> > > Hi Ken, you recently wrote in moray.win:
> > >
> > > > I hate to burst everyones bubble here but CSG operations do not work
> with
> > > > triangle mesh objects.
> > > Sure they do. It's just not guaranteed to work everytime, but mostly
> > > it does work quite well.
> >
> > :-}
> >
> > Finite Patch Primitives
> >
> > There are six totally thin, finite objects which have no well-defined
> inside.
> > They are bicubic patch, disc, smooth triangle, triangle, polygon and mesh.
> > They may be combined in CSG union but cannot be use in other types of CSG
> > (or inside a clipped_by statement).
> >
> > --
> > Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> > http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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