here it is how my patch works with uv mapping
FIRST IMAGE
/* two lights, camera and background */
#declare Object1=box {
-1.8 1.8 uv_mapping
rotate <0,45,0>
rotate <0,0,45>
rotate <0,20,0>
no_shadow
uv_mapping
texture{pigment{checker color rgb 0 color rgb 1}finish{specular 1}scale 1/8}
}
This is possible in MegaPOV - render time 42 secs
SECOND IMAGE
/* previous scene */
#declare Object2={
Object1
deform { twist 8 }
}
This is result of my patch.
Great ! UV mapping works fine! I'm proud of it :-)
This is possible to achive such shape with isosurface
but without mapping, I think. This is possible to achive
such mapping with mesh.
Render time is reasonable - 6 mins
Rendered on PII 233 WinNT4 128 MB with full of tasks.
THIRD IMAGE
/* previous scene */
#declare Object3={
Object2
rotate <0,0,90>
}
still 6 min but ...
FOURTH IMAGE
/* previous scene */
#declare Object3={
Object2
deform { twist 16 }
}
Ough! I can't even imagine this shape.
Complicated math available for all!
But, what I expected, render time is 4 hours.
Let's optimise something ....
btw: to read something what I'm talking about please read p.u.p from last moth
ABX
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Attachments:
Download 'step1.jpg' (27 KB)
Download 'step2.jpg' (30 KB)
Download 'step3.jpg' (31 KB)
Download 'step4.jpg' (27 KB)
Preview of image 'step1.jpg'
Preview of image 'step2.jpg'
Preview of image 'step3.jpg'
Preview of image 'step4.jpg'
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