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PM 2Ring wrote:
>
> Also, isosurfaces can be faster than you might think. I have a sofa object
> derived from one of Jaime's LightSys demo scenes. The original is built
> from isosurface{f_rounded_box()}, I converted it to use superellipsoids,
> but the isosurface version was the faster! IIRC, I posted the scene file in
> p.b.i a couple of weeks ago; look for the very shiny blue sofa.
>
well, one sofa is different from many stones: completely
different from the original picture posted.
>
>>I picture something like ... defining 12 different rock shapes.
>>Then, whenever you place a rock, randomly pick which of the 12
>>pre-defined rock shapes to place. Rotate it randomly y before
>>placing it. As each one is placed, randomly texture it.
>
>
> Sure, I can do that:). However, you don't really save memory (in the current
> version of POV) by doing this, unless you're doing it with mesh objects.
Memory was not the concern of my posting; render time was.
If I wanted many stones in a single isosurface, my poor
CPU would kick it's little feet in the air and expire.
Or at least my patience would. :D
> For an interesting variation on this theme, see my two recent threads,
> "MultiMesh" in the General area and "Grass using MultiMesh" in p.b.i.
>
>
Errrrr, I can guess that "multimesh" uses MESH objects,
What does that have to do with isosurface pebbles?
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