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Lutz,
I got a DXF file from www.cadalog.com and converted it to the UDO format -
and I agree that it should have selectable parts. Other DWG/DXF/UDO models
I've worked with have had selectable parts. In this example I used a UDO -
but I could have easily created an object using a bunch of blobs, or other
solids.
--
Mike
wk: mik### [at] pyxis com www.pyxis.com
hm: mwe### [at] sciti com www.geocities.com/mikepweber
"Lutz Kretzschmar" <lut### [at] stmuc com> wrote in message
news:rbgoeskd6njnmpflvk41uv583a71m36c3r@4ax.com...
> Hi Mike Weber, you recently wrote in moray.win:
>
> > Now I have a 747 object with a window.
> Urgh. Where did you get the UDO from (who wrote it)? Usually,
> different parts of an UDO will be selectable and in a good model the
> windows would be seperate entities that you could just texture with
> glass.
>
> - Lutz
> email : lut### [at] stmuc com
> Web : http://www.stmuc.com/moray
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Hi Mike Weber, you recently wrote in moray.win:
> I got a DXF file from www.cadalog.com and converted it to the UDO format -
That was my original question: *how* did you convert it?
> Other DWG/DXF/UDO models I've worked with have had selectable
> parts.
Maybe it's just a "badly-designed" DXF file.
- Lutz
email : lut### [at] stmuc com
Web : http://www.stmuc.com/moray
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"Lutz Kretzschmar" <lut### [at] stmuc com> wrote in message
news:bcopes4vq1q6va3btab26dk9tkiu6cch5o@4ax.com...
> Hi Mike Weber, you recently wrote in moray.win:
>
> > I got a DXF file from www.cadalog.com and converted it to the UDO
format -
> That was my original question: *how* did you convert it?
Oh - I used a DWG to DXF coverter from.... now I forgot. Then I converted
it from DXF to UDO using Thomas Bier's utility.
>
> > Other DWG/DXF/UDO models I've worked with have had selectable
> > parts.
> Maybe it's just a "badly-designed" DXF file.
True, but in some cases I want to perform CSG operations like this
regardless of the object.
>
> - Lutz
> email : lut### [at] stmuc com
> Web : http://www.stmuc.com/moray
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Mike Weber wrote:
> True, but in some cases I want to perform CSG operations like this
> regardless of the object.
I hate to burst everyones bubble here but CSG operations do not work with
triangle mesh objects.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Is the UDO a triangle mesh? I believe it is AND the CSG operation did work !
:)
Ken <tyl### [at] pacbell net> wrote in message
news:38ED2162.EE07DFF4@pacbell.net...
>
>
> Mike Weber wrote:
>
> > True, but in some cases I want to perform CSG operations like this
> > regardless of the object.
>
> I hate to burst everyones bubble here but CSG operations do not work with
> triangle mesh objects.
>
> --
> Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Hi Ken, you recently wrote in moray.win:
> I hate to burst everyones bubble here but CSG operations do not work with
> triangle mesh objects.
Sure they do. It's just not guaranteed to work everytime, but mostly
it does work quite well.
- Lutz
email : lut### [at] stmuc com
Web : http://www.stmuc.com/moray
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Lutz Kretzschmar wrote:
>
> Hi Ken, you recently wrote in moray.win:
>
> > I hate to burst everyones bubble here but CSG operations do not work with
> > triangle mesh objects.
> Sure they do. It's just not guaranteed to work everytime, but mostly
> it does work quite well.
:-}
Finite Patch Primitives
There are six totally thin, finite objects which have no well-defined inside.
They are bicubic patch, disc, smooth triangle, triangle, polygon and mesh.
They may be combined in CSG union but cannot be use in other types of CSG
(or inside a clipped_by statement).
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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My main concern is the best way to cut out a 'hole' from a an object, and
replace that hole with a window that is flush with original object.
In other words, lets say I have a cube, a tall thin one, and I want to make
a bunch of glass windows. First I would do a CSG difference operation on it
using a bunch of smaller cubes to cut the holes. Then I would use the same
tall thin cube with the smaller ones and do an intersection and use the
appropriate texture. Then a 3rd CSG would combine the above 2 CSGs. I now
realize that this is more of a general POV CSG question than Moray. But my
question still holds - is this the best way?
In the POV script I could do (with out textures):
#declare Building = box{<0,0,0><1,1,1> scale <tall,thin,1>}
#declare BunchOfCubes = boxes
then
union{
difference{Building
BunchOfCubes }
intersection{Building
BunchOfCubes {
}
Assume that Building is actually a mesh of triangles or a UDO object,
this is efficient because we are saving memory by referencing objects.
Is it possible to reference objects in Moray... Now I'll go read the Moray
help...
--
Mike
wk: mik### [at] pyxis com www.pyxis.com
hm: mwe### [at] sciti com www.geocities.com/mikepweber
"Ken" <tyl### [at] pacbell net> wrote in message
news:38ED9DB2.37A7E2F6@pacbell.net...
>
>
> Lutz Kretzschmar wrote:
> >
> > Hi Ken, you recently wrote in moray.win:
> >
> > > I hate to burst everyones bubble here but CSG operations do not work
with
> > > triangle mesh objects.
> > Sure they do. It's just not guaranteed to work everytime, but mostly
> > it does work quite well.
>
> :-}
>
> Finite Patch Primitives
>
> There are six totally thin, finite objects which have no well-defined
inside.
> They are bicubic patch, disc, smooth triangle, triangle, polygon and mesh.
> They may be combined in CSG union but cannot be use in other types of CSG
> (or inside a clipped_by statement).
>
> --
> Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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if you don't need to see into the windows, why don't you just make some
image maps to lay on the plane?
Mike Weber wrote:
>
> My main concern is the best way to cut out a 'hole' from a an object, and
> replace that hole with a window that is flush with original object.
>
> In other words, lets say I have a cube, a tall thin one, and I want to make
> a bunch of glass windows. First I would do a CSG difference operation on it
> using a bunch of smaller cubes to cut the holes. Then I would use the same
> tall thin cube with the smaller ones and do an intersection and use the
> appropriate texture. Then a 3rd CSG would combine the above 2 CSGs. I now
> realize that this is more of a general POV CSG question than Moray. But my
> question still holds - is this the best way?
>
> In the POV script I could do (with out textures):
>
> #declare Building = box{<0,0,0><1,1,1> scale <tall,thin,1>}
> #declare BunchOfCubes = boxes
> then
> union{
> difference{Building
> BunchOfCubes }
> intersection{Building
> BunchOfCubes {
> }
>
> Assume that Building is actually a mesh of triangles or a UDO object,
> this is efficient because we are saving memory by referencing objects.
> Is it possible to reference objects in Moray... Now I'll go read the Moray
> help...
> --
> Mike
>
> wk: mik### [at] pyxis com www.pyxis.com
> hm: mwe### [at] sciti com www.geocities.com/mikepweber
>
> "Ken" <tyl### [at] pacbell net> wrote in message
> news:38ED9DB2.37A7E2F6@pacbell.net...
> >
> >
> > Lutz Kretzschmar wrote:
> > >
> > > Hi Ken, you recently wrote in moray.win:
> > >
> > > > I hate to burst everyones bubble here but CSG operations do not work
> with
> > > > triangle mesh objects.
> > > Sure they do. It's just not guaranteed to work everytime, but mostly
> > > it does work quite well.
> >
> > :-}
> >
> > Finite Patch Primitives
> >
> > There are six totally thin, finite objects which have no well-defined
> inside.
> > They are bicubic patch, disc, smooth triangle, triangle, polygon and mesh.
> > They may be combined in CSG union but cannot be use in other types of CSG
> > (or inside a clipped_by statement).
> >
> > --
> > Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> > http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Hi Ken, you recently wrote in moray.win:
> Finite Patch Primitives
>
> There are six totally thin, finite objects which have no well-defined inside.
> They are bicubic patch, disc, smooth triangle, triangle, polygon and mesh.
> They may be combined in CSG union but cannot be use in other types of CSG
> (or inside a clipped_by statement).
That's what the docs say, but not necessarily what the program does
:-)
You can take a triangle mesh and difference something out of it. It
may not look like you would expect, but it does make a hole.
- Lutz
email : lut### [at] stmuc com
Web : http://www.stmuc.com/moray
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