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I've been rendering quite a few illustrations for
http://news.povray.org/povray.off-topic/message/%3Cweb.5f3045d617b7b05f1f9dae300%40news.povray.org%3E/#%3Cweb.5f3045d61
7b7b05f1f9dae300%40news.povray.org%3E
and have been mixing the very broad strokes with digging into the very detailed
bits.
At the moment, having some issues with smooth_triangles and want to verify a few
things, so I want to make sure everything is absolutely correct. Assume I'm
laying out a grid of squares made up of 2 triangles each.
All my flat triangles are fine, and I can see all of the individual triangles,
since all of the face normals are sufficiently different.
With smooth_triangles, even though the vertex coordinates are the same,
sometimes I get the degenerate triangle warning when working out the vertex
normal vectors.
When I use the corners of the square to calculate the normals, the edge between
the two triangles of the square softens/goes away, but the edges between all of
the squares are still pretty abrupt.
When I try to use a small dy or dx offset to calculate the normals, I get a lot
of the degenerate triangle warnings and few if any visible triangles. Not sure
why.
So:
When calculating the normals, do I use the remaining two triangle vertices, or
the orthogonal edge vectors of the square?
Do I normalize the vectors before using vcross()?
Do I normalize the resulting vertex normal vectors?
Thanks
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> I've been rendering quite a few illustrations for
>
>
http://news.povray.org/povray.off-topic/message/%3Cweb.5f3045d617b7b05f1f9dae300%40news.povray.org%3E/#%3Cweb.5f3045d
61
> 7b7b05f1f9dae300%40news.povray.org%3E
>
> and have been mixing the very broad strokes with digging into the very detailed
> bits.
>
> At the moment, having some issues with smooth_triangles and want to verify a few
> things, so I want to make sure everything is absolutely correct. Assume I'm
> laying out a grid of squares made up of 2 triangles each.
>
> All my flat triangles are fine, and I can see all of the individual triangles,
> since all of the face normals are sufficiently different.
>
> With smooth_triangles, even though the vertex coordinates are the same,
> sometimes I get the degenerate triangle warning when working out the vertex
> normal vectors.
>
> When I use the corners of the square to calculate the normals, the edge between
> the two triangles of the square softens/goes away, but the edges between all of
> the squares are still pretty abrupt.
> When I try to use a small dy or dx offset to calculate the normals, I get a lot
> of the degenerate triangle warnings and few if any visible triangles. Not sure
> why.
>
> So:
>
> When calculating the normals, do I use the remaining two triangle vertices, or
> the orthogonal edge vectors of the square?
> Do I normalize the vectors before using vcross()?
> Do I normalize the resulting vertex normal vectors?
There are several possible ways to create normals for a triangle mesh.
One of them is described in the first answer here:
"Calculating normals in a triangle mesh"
https://stackoverflow.com/questions/6656358/calculating-normals-in-a-triangle-mesh
A couple of the other answers also contain some useful information.
I would also suggest that you explore the "Linked" and "Related"
questions/answers.
Some more ways to calculate the normals are described in this article:
"A Comparison of Algorithms for Vertex Normal Computation"
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.99.2846&rep=rep1&type=pdf
I think that there are even more sensible ways to calculate the normals,
each having it's advantages and disadvantages with different meshes.
--
Tor Olav
http://subcube.com
https://github.com/t-o-k
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Expecting this to be super helpful. Maybe some of those will rectify the
visible tiling.
Still perplexed about why normal vector values would cause POV-Ray to report
degenerate triangles.
Just for reference:
#ifdef () doesn't preempt negative subscript or subscript out of range errors.
One should likely protect code with index < 0 or index > dimension_size-1
checks.
Thanks, Tor.
-BW
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> Expecting this to be super helpful. Maybe some of those will rectify the
> visible tiling.
>
> Still perplexed about why normal vector values would cause POV-Ray to report
> degenerate triangles.
Have you verified that none of the normal vectors are zero vectors or have a
very short length ?
Does POV-Ray accept the triangles in the mesh when you do not add the normal
vectors ?
> Just for reference:
> #ifdef () doesn't preempt negative subscript or subscript out of range errors.
>
> One should likely protect code with index < 0 or index > dimension_size-1
> checks.
- Or write code that does not create out of range indices...
--
Tor Olav
http://subcube.com
https://github.com/t-o-k
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"
> When calculating the normals, do I use the remaining two triangle vertices, or
> the orthogonal edge vectors of the square?
You lost me here with the "orthogonal edge vectors of the square".
I would always use triangle vertices.
> Do I normalize the vectors before using vcross()?
I never do.
> Do I normalize the resulting vertex normal vectors?
Yes! Well, I usually do mesh2, I add all the normals for a point togather then
normalize that.
How are you filling the smooth_triangle.
From the sound of it, a normal and a triangle values may be switched.
Hope this helps some.
Have Fun!
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"Tor Olav Kristensen" <tor### [at] TOBEREMOVEDgmailcom> wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> > Still perplexed about why normal vector values would cause POV-Ray to report
> > degenerate triangles.
>
> Have you verified that none of the normal vectors are zero vectors or have a
> very short length ?
I have not - I was mostly just trying to get the code to _work_ in the short
blocks of time I had available to struggle with it. I did not think it was
possible or probably, as the normal vector was calculated as a _sum_, implying
that the sum of all the vectors would have had to be very small or zero. And I
was adding more vectors to code that previously worked....
But it had occurred to me to do that and I should do the checks.
I was just surprised that the normal triggered a degenerate triangle warning.
> Does POV-Ray accept the triangles in the mesh when you do not add the normal
> vectors ?
Yes. In terms of the fact that I was using union {}, not mesh {}.
> - Or write code that does not create out of range indices...
That's just a patently absurd assertion. ;P
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