|
|
Hi Charles,
Thanks for your reply! You're the only one who replied, and no, I never got
an answer to my question. I had to leave Triscan. I still wonder how it's
possible for the program to create a raw file that is *not* compatible with
the Povray mesh syntax, as if the vertices are not stored in the cartesian
3d space! (I think it's called).
Well, I wanted the tesselated objects back in Povray - only - because I have
many ideas for manipulating them in SDL (Povray's scene description
language). Meshes are much more flexible than primitives, though not as
...smooth.
I see that Jerome Grimbert is working on a tesselation patch coded in C,
which means it'll be faster but not accessible in SDL as such. But the
important thing will be to get an output of all vertices and faces. I hope
it will soon be official part of Pov.
Regards,
Hugo
Charles Fusner wrote:
> Sorry, I just saw this. You probably got your answer long ago, but
> I don't see any replies, so I'll add a comment. Triscan was
> developed under MegaPOV as an experiment in tesselation of POV
> primitives. It wasn't intended to turn POV primitives into POV
> meshes as the primitives are already much better quality. The
> routine only ever got "fair" results at best in conversion, so
> it's primary intent was to allow limited translation of POV
> objects for importation into other packages, like Moray UDOs,
> Leveller reference shapes, OBJ props in Poser, etc. To do this,
> you must take the RAW file and convert it using a program such
> as 3DWin which reads in RAW files and turns them into any number
> of other formats (including, if you really wanted for some reason,
> POV triangles). The one exception is Leveller reference shapes
> (see demo 4), which I made an output option only because I know
> of no converter that included LSL files at the time of Triscan's
> creation.
Post a reply to this message
|
|