Op 24/10/2021 om 23:04 schreef Bald Eagle:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> The environment makes use of a hdri map and a spotlight. The render
>> makes use of a, non-optimal, stochastic setting, which explains the
>> grainy aspect. However, I am still experimenting.
> I'd like to see a cleaner render - without the really grainy stuff, and a nice
> clean, smooth background. But I like the crystal - it looks pretty cool. Does
> the software export vertice information?
The software exports a set of intersected planes (which are used here)
/and/ a set of unioned cylinders representing the ribs. Vertice info can
be derived from those last, obviously. I have not looked seriously at
that part of the code.
> Thinking that maybe any calculation runs can be saved to some sort of include
Oh yes indeed. A lot of streamlining can be made on the code. Not sure
if I want to go all that way though, but I shall post a scene file when
I have cleaned up the whole mess. For the time being I am content with
trying to obtain as 'realistic' a crystal as possible.
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