

Le 20231111 à 09:22, Mike Miller a écrit :
> Alain Martel <kua### [at] videotronca> wrote:
>>> 6 plants made from smooth triangle billboards. These render much faster than the
>>> clipped sphere approach I was originally using. Scene file posted.
>>> Miller
>>>
>> Those are nice. Make them into mesh to use the instanciation feature of
>> the meshes.
>> So, instead of :
>> #declare ST_leaf =
>> union {
>> //left 1/2
>> smooth_triangle { p11, n1, p4, n1, p6, n1 }
>> smooth_triangle { p11, n1, p10, n1, p4, n1 }
>> smooth_triangle { p9, n1, p10, n1, p11, n1 }
>> smooth_triangle { p9, n1, p8, n1, p10, n1 }
>> smooth_triangle { p15, n1, p8, n1, p9, n1 }
>> smooth_triangle { p15, n1, p14, n1, p8, n1 }
>> smooth_triangle { p2, n1, p15, n1, p5, n1 }
>> smooth_triangle { p2, n1, p14, n1, p15, n1 }
>> //right 1/2
>> smooth_triangle { p11, n5, p3, n5, p12, n5 }
>> smooth_triangle { p11, n5, p6, n5, p3, n5 }
>> smooth_triangle { p9, n5, p12, n5, p7, n5 }
>> smooth_triangle { p9, n5, p11, n5, p12, n5 }
>> smooth_triangle { p15, n5, p7, n5, p13, n5 }
>> smooth_triangle { p15, n5, p9, n5, p7, n5 }
>> smooth_triangle { p1, n5, p15, n5, p13, n5 }
>> smooth_triangle { p1, n5, p5, n5, p15, n5 }
>> }
>>
>> Use this :
>> #declare ST_leaf =
>> mesh{
>> //left 1/2
>> smooth_triangle { p11, n1, p4, n1, p6, n1 }
>> smooth_triangle { p11, n1, p10, n1, p4, n1 }
>> smooth_triangle { p9, n1, p10, n1, p11, n1 }
>> smooth_triangle { p9, n1, p8, n1, p10, n1 }
>> smooth_triangle { p15, n1, p8, n1, p9, n1 }
>> smooth_triangle { p15, n1, p14, n1, p8, n1 }
>> smooth_triangle { p2, n1, p15, n1, p5, n1 }
>> smooth_triangle { p2, n1, p14, n1, p15, n1 }
>> //right 1/2
>> smooth_triangle { p11, n5, p3, n5, p12, n5 }
>> smooth_triangle { p11, n5, p6, n5, p3, n5 }
>> smooth_triangle { p9, n5, p12, n5, p7, n5 }
>> smooth_triangle { p9, n5, p11, n5, p12, n5 }
>> smooth_triangle { p15, n5, p7, n5, p13, n5 }
>> smooth_triangle { p15, n5, p9, n5, p7, n5 }
>> smooth_triangle { p1, n5, p15, n5, p13, n5 }
>> smooth_triangle { p1, n5, p5, n5, p15, n5 }
>> }
>>
>> That way, you can place 1000's of copies of the same plant that'll use
>> only the storage for a single one.
>
>
> Alain,
> thank you so much! I will definitely fix that. It's been a long time since I
> worked with triangles in POV...
>
> I have a new problem ..haha. Now that I've converted these billboards to smooth
> triangles, I'm getting a new fog bug showing up in reflections. I'm posting a
> snippet of a rendering I did last night using these plants in my nest scene.
> Billboards that cross in front the water renders without fog. Strange...may just
> give up on using them in this scene. :)
> Mike
>
>
Triangles do have an interior and an exterior. Try using hollow. It MAY
help... Or not.
mesh{ ...
...
...
hollow
}
Next, you may be faced with the tracing and sampling of that fog. Here,
the presence or absence of turbulence is probably not a factor.
You may need to use scattering media with the render time taking a
serious hit.
But, yes. Fog and media tend to not play nice with transparency.
Post a reply to this message

