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How about a UDO mesh detail option, I have had the exact same problems as
Thomas Lake when using large meshes in Moray.
How about giving Moray the option to reduce the complexity of the mesh, or
even ignore the UDO and create a bounding box automatically, giving the user
the choice to switch large cumbersome objects Off in the views, yet they are
still in the scene?
Rick
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Rick (Kitty5) wrote in message <372c48a0.0@news.povray.org>...
>How about a UDO mesh detail option, I have had the exact same problems as
>Thomas Lake when using large meshes in Moray.
>
>How about giving Moray the option to reduce the complexity of the mesh, or
>even ignore the UDO and create a bounding box automatically, giving the
user
>the choice to switch large cumbersome objects Off in the views, yet they
are
>still in the scene?
Talking about mesh-reduction: I have some code for that that I pulled down
from the net somewhere. I adjusted the code a bit (and fixed some bugs) and
made it into a DLL (there is a little other stuff in that DLL, but 90% is
for the mesh-reduction) and included it into my TreeDesigner. It has worked
there nicely since then and didn't make any trouble.
Lutz + Markus: Since most of the code isn't from me anyway, I would be
willing to share the DLL and sources. Its a VC++ 5.0 project :-) You may
want to have a look at it "ganz unverbindlich"...
Johannes.
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Hi Johannes Hubert, you recently wrote in moray.win:
> Lutz + Markus: Since most of the code isn't from me anyway, I would be
> willing to share the DLL and sources. Its a VC++ 5.0 project :-) You may
> want to have a look at it "ganz unverbindlich"...
Sure, send it over. Moray actually has mesh-reduction code in it
already, it's just not connected to the interface<g>. After designing
the UDO interface, we decided to not handle the mesh stuff.
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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Hi Rick (Kitty5), you recently wrote in moray.win:
> How about a UDO mesh detail option, I have had the exact same problems as
> Thomas Lake when using large meshes in Moray.
If you've ever looked at how UDO/INC works, you'll know that this
isn't an option. The right person to address that concern to is the
one that is writing the UDOs.
If you use Thomas Baiers 3DWinConverter (www.stmuc.com/thbaier) to
convert from 3DS, you can set a theshhold angle that will drastically
reduce the complexity of the wireframe in the UDO while keep the
full-resolution INC.
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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That would be really, really, really useful, Lutz(esp. on Lparser trees with
19000+ objects that I don't really need to see). Thanks Lutz, Johannes.
Lutz Kretzschmar wrote:
> Hi Johannes Hubert, you recently wrote in moray.win:
>
> > Lutz + Markus: Since most of the code isn't from me anyway, I would be
> > willing to share the DLL and sources. Its a VC++ 5.0 project :-) You may
> > want to have a look at it "ganz unverbindlich"...
> Sure, send it over. Moray actually has mesh-reduction code in it
> already, it's just not connected to the interface<g>. After designing
> the UDO interface, we decided to not handle the mesh stuff.
>
> - Lutz
> email : lut### [at] stmuccom
> Web : http://www.stmuc.com/moray
--
Given a lever long enough, one can move the world with little force
MJ Engh
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Lutz Kretzschmar wrote:
> Hi Rick (Kitty5), you recently wrote in moray.win:
>
> > How about a UDO mesh detail option, I have had the exact same problems as
> > Thomas Lake when using large meshes in Moray.
> If you've ever looked at how UDO/INC works, you'll know that this
> isn't an option. The right person to address that concern to is the
> one that is writing the UDOs.
>
> If you use Thomas Baiers 3DWinConverter (www.stmuc.com/thbaier) to
> convert from 3DS, you can set a theshhold angle that will drastically
> reduce the complexity of the wireframe in the UDO while keep the
> full-resolution INC.
I just imported a 3DS file- and I didn't see the option. I have version
3.0(came with Moray 3.01, I believe.)
>
>
> - Lutz
> email : lut### [at] stmuccom
> Web : http://www.stmuc.com/moray
--
Given a lever long enough, one can move the world with little force
MJ Engh
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Hi Alex Magidow, you recently wrote in moray.win:
> I just imported a 3DS file- and I didn't see the option. I have version
> 3.0(came with Moray 3.01, I believe.)
Always use the latest version. Moray V3.1 (Build 4325) is the latest
build. And for 3DWin, it's now available as a plugin, so you can call
it from the File|Import menu. Press and hold the Shift-key when you
set the Output directory and it'll popup the Options dialog. If you're
using 3DWin directly, there's a big button called Options.
- Lutz
email : lut### [at] stmuccom
Web : http://www.stmuc.com/moray
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Maybe that was what I was doing wrong!
Lutz Kretzschmar wrote:
> Hi Rick (Kitty5), you recently wrote in moray.win:
>
> > How about a UDO mesh detail option, I have had the exact same problems as
> > Thomas Lake when using large meshes in Moray.
> If you've ever looked at how UDO/INC works, you'll know that this
> isn't an option. The right person to address that concern to is the
> one that is writing the UDOs.
>
> If you use Thomas Baiers 3DWinConverter (www.stmuc.com/thbaier) to
> convert from 3DS, you can set a theshhold angle that will drastically
> reduce the complexity of the wireframe in the UDO while keep the
> full-resolution INC.
>
> - Lutz
> email : lut### [at] stmuccom
> Web : http://www.stmuc.com/moray
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