|
|
WONDERFUL, I am quite impress.
But I don't understand something: You modify the shape of
your mesh inside povray OR with another soft and you use
povray to render this serie of mesh?
Fabian.
>
> Hi.
> Over the last few weeks I've been working on some cloth simulation
> using Hugo Elias' method:
> http://freespace.virgin.net/hugo.elias/
> After seeing the cloth related discussion in pbi, I thought I'd post a
> sample of where I've got up to.
> The actual simulation was done in a C++ program (I did try a
> pov-script one but have now left that for the 5000%+ speedup that
> compiled code gave me...). The cloth here is a 50x50 grid, with each
> square split into two smooth_triangles based on maximum surface area.
> On the left near the end of the animation you can see my current
> problem - the jagged edges to the shadows caused by it still being
> made of triangles under those nice curves. I've been wondering
> whether to do it with bicubic_patches instead, but that'll kill my
> nice fast render times (7-8s per 400x300 antialiased frame on a PIII
> 600).
> There is no randomness in this at all currently, hence the
> super-symmetricality of it (it's not quite, actually, because it's not
> centred exactly on the sphere), and the fact that it looks like it's
> falling through a vacuum.
> Well, that's probably enough rambling...comments welcome.
>
> -- Michael Langton (first post here, BTW)
>
> Name: ml_cloth1.m1v
> ml_cloth1.m1v Type: MPEG Video (video/mpeg)
> Encoding: x-uuencode
Post a reply to this message
|
|