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Kevin Loney wrote:
> Just fiddling around with methods to approximate isos using triangle meshs
> based on the algorithm described here
> http://astronomy.swin.edu.au/~pbourke/modelling/polytetra/, 27s to render
> 9m 27s to parse using 40 segments along each axis, and 68124 triangles in
> total. I'm bundling it all up into an include file, I would image given
> the ability to save the mesh so it dosen't have to be reproduced every
> time would make it handy for test renders of scenes that are heavy with
> isos.
Very nice. Keep going. In the past, I often removed isosurfaces from the
scene for test renderings. An easy way to get an approximation is a nice
thing to have.
Thomas
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