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> > doesn't work on triangles in meshes). Will tracing speed decrease and
memory
> > usage increase??
>
> Yes, you will lose this. You can compensate, a little, by breaking the
big
> union up into smaller unions and bounding them separately.
*lol* this is the point where I started from. Then I made it a single mesh
to speed it up (I had 30000 objects which made bounding test very slow). Now
I will have to flip back again ....
> In addition, if you specify different interiors for different triangles,
you
> will have other problems. One of the other problems you will have is that
> this:
>
> union {
> triangle {x,y,x+y interior {...whatever...}}
> triangle {x+z,y+z,1 interior {...whatever...}}
> }
>
> won't get rendered the way you expect it to, because the two interiors
> there are utterly independent of each other. This:
Yes I am aware of this. But since the interior has no structure (just a
foggy -something-) this wouldn't be a problem.
> union {
> triangle {x,y,x+y}
> triangle {x+z,y+z,1}
> interior {...whatever...}
> }
>
> will be closer to what you want.
Yep. And this would be also necessary for bounding reasons.
> In addition, it's still possible for a ray to sneak between the two
triangles
> and give you funny borders around your triangle. That might be the cause
of
> the black lines you mentioned before.
The current thing doesn't use interior at all. The borders seem to be a
"numeric resolution" problem. It is alwys a single pixel regardless of the
rendering resolution.
regards
SY
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