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>>>Does POV-Ray support hierarchy of objects ?
>>>
>>>I don't find anything about that in the doc.
>>
>
> You'll have to be a little more descriptive with your
> questions...what kind of heirarchy are you thinking of? Nested unions
> can give you a hierarchical way of handling transformations and
> textures, is that what you meant?
I mean a parent-child relationship, as in VRML.
If I move the parent, the child moves too.
If I rotate the child, it turns around the parent.
> I kind of doubt you are asking about the bounding heirarchies used
> for optimization, but if you are, POV does support it. There is an
> automatically generated bounding heirarchy for all finite objects, and
> some objects such as blobs, meshes, and height fields support their own
> internal heirarchies.
Are you talking about what I just described ??
>>If you suggest me Union, where is the new centroid ?
>
> That would depend on the objects you are using. POV doesn't know and
> doesn't care. There are several ways you could define it, the method you
> use depends in part on what you're going to use it for. I have a hunch
> that you think transformations have something to do with the centroid of
> an object...this is not the case, all transformations are relative to
> the origin: < 0, 0, 0>
I did think the centroid have something to do with transformations.
I meant that the transformations are supposed to be relative this point
(at least for me :-) )
Actually, I am doing a renderer for a school project, and I intended to
use basic POV files as input files. As I implemented a tree structure
for objects (geometry, cameras...), I was wondering if POV does use this
system.
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