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"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> "P Brewer" <pbj### [at] wowwaycom> wrote:
> > Very nice... I can't wait to see the final scene. Are you using straight
> > isosurfaces?
>
> 100% meshes, macro-built in SDL. This rendered in 12 minutes on an ageing
> Mac. It renders in under a minute without the radiosity... no way I could get
> that performance out of isosurfaces!
Hum... sounds like I should definitely give your macros a try for my bricks. I
fancy it would also give me more freedom how to erode them. My own blob-based
approach is rather limited in this respect.
Do I need to start with an isosurface, or will any shape do?
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"clipka" <nomail@nomail> wrote:
> "Bill Pragnell" <bil### [at] hotmailcom> wrote:
> > "P Brewer" <pbj### [at] wowwaycom> wrote:
> > > Very nice... I can't wait to see the final scene. Are you using straight
> > > isosurfaces?
> >
> > 100% meshes, macro-built in SDL. This rendered in 12 minutes on an ageing
> > Mac. It renders in under a minute without the radiosity... no way I could get
> > that performance out of isosurfaces!
>
> Hum... sounds like I should definitely give your macros a try for my bricks. I
> fancy it would also give me more freedom how to erode them. My own blob-based
> approach is rather limited in this respect.
>
> Do I need to start with an isosurface, or will any shape do?
Any shape whose surface is completely visible from the specified centre-point
(so make sure CSG is a merge!). It suffers a little from stretch artifacts for
long shapes, so I should probably try to improve the grid shape...
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"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> > Do I need to start with an isosurface, or will any shape do?
>
> Any shape whose surface is completely visible from the specified centre-point
> (so make sure CSG is a merge!). It suffers a little from stretch artifacts for
> long shapes, so I should probably try to improve the grid shape...
Hum... then it might actually not work with my brick w/ holes?
Are the mesh generation and distortion separate steps, so that I might be able
to adapt the mesh generation algorithm to use those macros on my bricks?
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"clipka" <nomail@nomail> wrote:
> "Bill Pragnell" <bil### [at] hotmailcom> wrote:
> > > Do I need to start with an isosurface, or will any shape do?
> >
> > Any shape whose surface is completely visible from the specified centre-point
> > (so make sure CSG is a merge!). It suffers a little from stretch artifacts for
> > long shapes, so I should probably try to improve the grid shape...
>
> Hum... then it might actually not work with my brick w/ holes?
It wouldn't work completely. You'd have to make the holes via a difference.
> Are the mesh generation and distortion separate steps, so that I might be able
> to adapt the mesh generation algorithm to use those macros on my bricks?
It perturbs each mesh point as it goes, so it'd be a bit of a rewrite I'm
afraid. But the technique is sound, as long as you could create your bricks as
meshes, all the perturbation needs is a normal and a pigment function.
Look at the code; it's in the object collection.
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