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Hallo Tim,
I think I found the problem with the stupid black triangles!!! I just found
out that I had a typo in the code with an 'm' instead of a 'k' so no wonder
I was getting wrong effects. The funny thing is that I "checked" the code
several times and I never saw that big mistake. I had already tried
double-illumination, but the black triangles still were there.
I still have not implemented cloth-cloth collision. That's definitely in the
to-do list.
Yes, my program (coded in C) writes a text file for each frame, where there
are the coordinates of each "node" as I call them (or "atoms" as Apache
calls them) the normal vectors for each node, and the face indices for each
triangle in the mesh2 object. As I said some time ago, I found this method
very good to parallelize the total effort: my brother's computer creates
this text files, and my computer renders the frames. (Well, when he lets me
use his computer!)
Then my POV script reads these files sequentially (with the built-in
animation features of POV) and generates the sequence of images.
I'm glad you liked it and "danke" for your comments,
Fernando.
"Tim Nikias" <tim### [at] gmx de> wrote in message
news:3C65B922.537B0D6D@gmx.de...
> Looks really good!
>
> Some things I that popped into my mind:
>
> your problem with those black triangles may be
> due to the lightsource positioned behind the triangle
> (even it is not, I don't know if it could pop up during
> tracing when POV thinks that the surface normal
> of the triangle points the other direction, don't know,
> only something that popped up). Perhaps try
> double_illuminate on the cloth (as long as it really
> is very thin).
>
> Do you have cloth-cloth collision yet?
> And how does your programm work: write
> hundreds of files for POV-Ray to render,
> or what?
>
> I'm really curious!
>
> --
> Tim Nikias
> Homepage: http://www.digitaltwilight.de/no_lights/index.html
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