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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] pyxis com www.pyxis.com
hm: mwe### [at] sciti com www.geocities.com/mikepweber
"Ken" <tyl### [at] pacbell net> 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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