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I am having trouble getting the `trace` function to detect intersections
with a mesh object. Does `trace` not recognize meshes? Thanks!
Mike
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Attachments:
Download 'clutter_003.zip' (2940 KB)
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Op 17/05/2021 om 07:12 schreef Mike Horvath:
> I am having trouble getting the `trace` function to detect intersections
> with a mesh object. Does `trace` not recognize meshes? Thanks!
>
It might... if the meshes are not well-behaving, for instance if the
normals of each mesh face are not /all/ consistently pointing outwards,
or if the mesh is not 'closed'. Mesh objects (especially when generated
by external programs and not POV-Ray) are notorious.
I would suggest to convert your meshes with Poseray to mesh2 objects
which are much better behaving than mesh objects. I tried to upload your
file as a whole into Poseray but it appears to be too big for the
program, so upload chunks of meshes separately. I am not sure if you can
put them together again afterwards as it is bad practice to edit mesh2
files manually, but you can put them in a union at least.
--
Thomas
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I had not loaded the code before in POV-Ray, but it appears that each
mesh is only 1 (one!) triangle... This is terrible, and no wonder trace
does not work well. You need to have at least one mesh containing /all/
the triangles to start with if you want it to work at all.
--
Thomas
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On 5/17/2021 2:40 AM, Thomas de Groot wrote:
> I had not loaded the code before in POV-Ray, but it appears that each
> mesh is only 1 (one!) triangle... This is terrible, and no wonder trace
> does not work well. You need to have at least one mesh containing /all/
> the triangles to start with if you want it to work at all.
>
I attached new terrain with a single mesh2 object, but the issue
persists! :(
Mike
Post a reply to this message
Attachments:
Download 'clutter_004.zip' (4244 KB)
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On 5/17/2021 2:40 AM, Thomas de Groot wrote:
> I had not loaded the code before in POV-Ray, but it appears that each
> mesh is only 1 (one!) triangle... This is terrible, and no wonder trace
> does not work well. You need to have at least one mesh containing /all/
> the triangles to start with if you want it to work at all.
>
Alternatively, do you know how I might create a bitmap heightfield image
from this data?
For instance, if I were to copy the coordinates into an array and loop
through the array?
Thanks.
Mike
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Op 17/05/2021 om 09:57 schreef Mike Horvath:
> I attached new terrain with a single mesh2 object, but the issue
> persists! :(
>
As /last/ line inside the mesh2 {} add the following line:
inside_vector <0,0,1>
For good measure, add the line also to the sf_terrain_water_dot_ldr
mesh2 object.
Then it works, at least in my system.
--
Thomas
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Op 17/05/2021 om 10:39 schreef Mike Horvath:
> On 5/17/2021 2:40 AM, Thomas de Groot wrote:
>> I had not loaded the code before in POV-Ray, but it appears that each
>> mesh is only 1 (one!) triangle... This is terrible, and no wonder
>> trace does not work well. You need to have at least one mesh
>> containing /all/ the triangles to start with if you want it to work at
>> all.
>>
>
> Alternatively, do you know how I might create a bitmap heightfield image
> from this data?
>
> For instance, if I were to copy the coordinates into an array and loop
> through the array?
>
Thinking aloud here... assuming that you can render the landscape itself
without trouble (I assume you can) then using a gradient texture going
e.g. from black (bottom) to white (top) on the landscape, and rendering
that with an orthographic camera from above, within a white sphere
containing a finish {emission 1 diffuse 0}... that would do the job imo.
Make a large render, at least 2048x2048px.
--
Thomas
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On 5/17/2021 4:47 AM, Thomas de Groot wrote:
> Op 17/05/2021 om 09:57 schreef Mike Horvath:
>> I attached new terrain with a single mesh2 object, but the issue
>> persists! :(
>>
>
> As /last/ line inside the mesh2 {} add the following line:
>
> inside_vector <0,0,1>
>
> For good measure, add the line also to the sf_terrain_water_dot_ldr
> mesh2 object.
>
> Then it works, at least in my system.
>
It is still not working for me. There are no errors or warnings, but the
spheres and cones are still at y = 0 instead of conforming to the hills.
Can you upload your working files?
Mike
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On 5/17/2021 4:56 AM, Thomas de Groot wrote:
> Thinking aloud here... assuming that you can render the landscape itself
> without trouble (I assume you can) then using a gradient texture going
> e.g. from black (bottom) to white (top) on the landscape, and rendering
> that with an orthographic camera from above, within a white sphere
> containing a finish {emission 1 diffuse 0}... that would do the job imo.
> Make a large render, at least 2048x2048px.
>
The problem is that the pixels in a heightmap represent _vertices_ (and
are therefore n+1 pixels per side) whereas a rendered image as you
describe shows _faces_. So there will be a discrepancy (that I would
like to avoid).
Mike
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Op 17-5-2021 om 10:59 schreef Mike Horvath:
> It is still not working for me. There are no errors or warnings, but the
> spheres and cones are still at y = 0 instead of conforming to the hills.
>
> Can you upload your working files?
>
I only changed terrain.pov in the package. Attached also a render of the
scene.
--
Thomas
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Attachments:
Download 'makescene.png' (358 KB)
Download 'clutter_004b.zip' (4489 KB)
Preview of image 'makescene.png'
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