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Alain Martel <kua### [at] videotron ca> wrote:
> > 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.
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