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Just a simple demonstration of the Mezz Deformer I'm working on.
Comments appreciated!
Rune
--
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/ The POV Desktop Theme, and The POV-Ray Logo Contest can
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Attachments:
Download 'torustwist.mpg' (126 KB)
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Cool, but it gets a bit blocky.
What's the main advantage of your method?
Remco
Rune wrote:
>
> Just a simple demonstration of the Mezz Deformer I'm working on.
>
> Comments appreciated!
>
> Rune
> --
> \ Include files, tutorials, 3D images, raytracing jokes,
> / The POV Desktop Theme, and The POV-Ray Logo Contest can
> \ all be found at http://rsj.mobilixnet.dk (updated January 6)
> / Also visit http://www.povrayusers.org
>
> Name: torustwist.mpg
> torustwist.mpg Type: MPLAYER2 File (video/mpg)
> Encoding: x-uuencode
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Not quite sure what I would use this for, but it looks cool, nonetheless....
Hey! Why don't you twist that cadillac model that's so popular? Or better:
make it "walk" along in the way a snake would move... :)
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Rune wrote in message <3a65e06a@news.povray.org>...
> Just a simple demonstration of the Mezz Deformer I'm working on.
fine. looking at your example I have a question
is there any difference beetween this result and results of my deform patch
presented in p.b.i during last month ?
as long as you work on mesh this is faceted
but my patch work fine with *any* object
I'll make animated example for you
perhaps there should be speed comparison
mesh->mezz->rendering will win
but perhaps deform->teselation->rendering could be more accurate
ABX
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"Wlodzimierz ABX Skiba" wrote:
> fine. looking at your example I have a question
> is there any difference beetween this result and
> results of my deform patch presented in p.b.i
> during last month ?
Last I heard, your deform patch could do reversible deformations only.
With my method any deformation can be done.
> as long as you work on mesh this is faceted but my
> patch work fine with *any* object
Doesn't this slow down the rendering?
My method does not slow down the rendering at all. The parsing is a bit slow
though.
> I'll make animated example for you perhaps there
> should be speed comparison mesh->mezz->rendering will
> win but perhaps deform->teselation->rendering could be
> more accurate
My method produces results as accurate as the input mesh is.
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated January 6)
/ Also visit http://www.povrayusers.org
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"Tony[B]" wrote:
> Not quite sure what I would use this for, but it looks
> cool, nonetheless....
Thanks!
> Hey! Why don't you twist that cadillac model that's so
> popular? Or better: make it "walk" along in the way a
> snake would move... :)
Good idea!
I'm not used to working with imported meshes though.
Does anybody have that cadillac model in PCM format?
How big is it when zipped?
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated January 6)
/ Also visit http://www.povrayusers.org
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"Remco de Korte" wrote:
> Cool, but it gets a bit blocky.
Thanks!
It's blocky because the mesh is of a very low quality.
The torus and sphere PCM files included with Chris Colefax's Compressed Mesh
Macros are the only PCM files I've got so far!
> What's the main advantage of your method?
Advantage over what?
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated January 6)
/ Also visit http://www.povrayusers.org
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Rune wrote:
>
> "Remco de Korte" wrote:
> > Cool, but it gets a bit blocky.
>
> Thanks!
>
> It's blocky because the mesh is of a very low quality.
> The torus and sphere PCM files included with Chris Colefax's Compressed Mesh
> Macros are the only PCM files I've got so far!
>
> > What's the main advantage of your method?
>
> Advantage over what?
>
> Rune
> --
> \ Include files, tutorials, 3D images, raytracing jokes,
> / The POV Desktop Theme, and The POV-Ray Logo Contest can
> \ all be found at http://rsj.mobilixnet.dk (updated January 6)
> / Also visit http://www.povrayusers.org
Advantage over other methods (but I can't think of any right now).
Anyway, I noticed you're doing something with meshes (mezz) but I'm not sure
what you're trying to accomplish. I'm interested though, I like meshes and it's
nice to have ways to deform them.
Remco
http://www.xs4all.nl/~remcodek/
Oh, and I forgot to ask you if I could use your Torus Torture in my Torus
Interrogation Chamber?
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"Remco de Korte" wrote:
> Advantage over other methods (but I can't think of any right now).
Chris Colefax's Compressed Mesh Macros can also deform meshes. The advantage
of the Mezz Deformer is that the normals are handled correctly, and that the
texture sticks to the objects when deformed. It uses more memory and parsing
time though.
> Anyway, I noticed you're doing something with meshes (mezz) but
> I'm not sure what you're trying to accomplish.
To be able to deform meshes with correct normals and texture mapping... :)
> Oh, and I forgot to ask you if I could use your Torus Torture
> in my Torus Interrogation Chamber?
Sure, as long as you give me proper credit! ;)
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated January 6)
/ Also visit http://www.povrayusers.org
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Rune wrote in message <3a6868e7$1@news.povray.org>...
> > Anyway, I noticed you're doing something with meshes (mezz) but
> > I'm not sure what you're trying to accomplish.
>
> To be able to deform meshes with correct normals and texture mapping... :)
how normals are calculated ?
did you considered my method sended for you to p.a-u ?
ABX
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