sPatch... |
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Some examples... | |
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Tips and tricks and other... | |
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sPatch models
in POV-Ray... |
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sPatch internally writing
six decimals, but exporting to POV four. This can produce black holes on
smaller patches.
To avoid this, scale objects before exporting, or export as a DXF. Yes, this can produce large files, but rendering can be faster. After all, bicubic_patches are also meshes. |
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Infinitely thin objects,
like a bezier patches seem to be lit even if the light source is behind
the object. Is this true?
Yes, but only when we have 'open object', where light pass through the only one bicubic_patch in CSG union. Human head models aren't 'open objects'. |
Modeling of
human heads... |
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Find images of
concrete person, in profile and an-face view. Try to find photos without
too much perspective. Draw
grids to the images, then draw the same grid in one of the back layers. Open images in image viewer or print these, then modeling with one eye at sPatch and another at image. |
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Human head looks very
different with or without hair, eyebrows, beard, make-up... (This
'hair' I was made with noise tool, then I've combed this with translation of points). |
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Don't modeling yourself,
esspecially for the first time. You're simply biassed about yourself.
This is not from me, this is from Leonardo da Vinci. |
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From time to time, render
your model in POV, with wide camera angle. sPatch currently don't have
perspective view.
There is the same model, rendered with camera angle 60 (left), and camera angle 1 (right). |