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<ber### [at] inamecom> wrote:
> It could, but that would mean recomputing the cloth at each render which
> would be very slow.
What about cloth simulation *requires* this? It could easily be kept as
a persistent object, like the particle_system patch, or have data stored
in a temporary file, like radiosity or photon mapping.
> The difference between a cloth and an height field or a bezier patch
> is that those are converted to a mesh on the fly and then this mesh
> is used for the render, whereas the cloth is output to a file as a
> mesh and then you need to restart pov to render this mesh.
Again, why? A cloth object patch could easily convert to a mesh on the
fly. No need to output a mesh to a file or restart POV.
What is different about cloth that it can't be done like height fields,
bezier patches, or the particle_system?
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
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