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"Shay" <sah### [at] simcoparts com> wrote in message
news:3c5f02e1$1@news.povray.org...
> This looks great. I would like to try it. Approximately how many triangles
> in each blade of grass? Do you think that removing the normals might speed
> up the render even more without detracting from the appearance? If I
wanted
> to do this in PoV, would it be faster to subdivide a mesh until I get a
> desired smoothness, or to let PoV form a beizer patch? Is there a method
for
> accessing the triangles which make up a patch and converting them via
macro
> into a mesh?
>
> Sorry about the number of questions.
>
Er...
Number of triangles? Well, there's 434 vertex_vectors, 1386 normal_vectors,
686 face_indices - so that makes, er - dunno, really! :O)
Will removing the normals detracting from the appearance? I suspect it
would. I've made mesh objects 'by hand' before (little macros to create
mesh heightfields from trace()d isosurfaces) and if you mess up the normals
the object tends to look terrible.
Further subdivision? I dunno. Do you want the hamaPatch object and my
script so you can try for yourself?
I've used patch objects before (straight export from hamaPatch) but the
speed difference between them and the mesh2 version makes it no contest for
me - mesh2 wins hands down.
As for the last one - isn't this a waste of time? If you want to convert a
hamaPatch object into a mesh for usage in POV, why not let 3DWin do the hard
work? If you want to convert a 'hand made' patch into a mesh, I think you
can use a combination of Warp's Mesh Compressor and Chris Colefax's
associated include files (been a while since I used them so I'm not sure).
Go here to find out more: http://www.geocities.com/ccolefax/
I'm no POV expert, so can anyone else chip in to help Shay? My head's
beginning to hurt!
Alan.
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