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Le 2023-11-12 à 09:34, Mike Miller a écrit :
> Alain Martel <kua### [at] videotron ca> wrote:
>> Le 2023-11-11 à 09:22, Mike Miller a écrit :
>>> Alain Martel <kua### [at] videotron ca> 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.
>
> Just tried your suggestion of using hollow in the mesh statement - It worked!
> Thank you so much...just about to give up. :-)
> Mike.
>
>
>
>
GREAT !😎🎉
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