POV-Ray : Newsgroups : povray.general : Smooth triangles? Server Time
6 Nov 2024 12:18:51 EST (-0500)
  Smooth triangles? (Message 1 to 7 of 7)  
From: James Taylor
Subject: Smooth triangles?
Date: 25 Aug 2002 14:21:45
Message: <3d692039@news.povray.org>
Hi

A few days ago I posted a thread about making a spiral, and decided to make
a to write a smooth_triangle mesh. The problem is it ain't smooth. As I
understand it, the normal vectors are just directional and their magnitude
doesn't matter (is this assumption correct?) so <0,1,0> has the same value
in terms of normals as <0,10,0>?

thanks
jim


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From: Christopher James Huff
Subject: Re: Smooth triangles?
Date: 25 Aug 2002 17:29:05
Message: <chrishuff-3002C1.17290325082002@netplex.aussie.org>
In article <3d692039@news.povray.org>,
 "James Taylor" <jim### [at] blueyondercouk> wrote:

> A few days ago I posted a thread about making a spiral, and decided to make
> a to write a smooth_triangle mesh. The problem is it ain't smooth. As I
> understand it, the normal vectors are just directional and their magnitude
> doesn't matter (is this assumption correct?) so <0,1,0> has the same value
> in terms of normals as <0,10,0>?

I'm not sure, it is possible the magnitude affects the weighting of the 
normals when they are interpolated across the triangle. Try normalizing 
the normal vectors you specify.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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From: Tim Nikias
Subject: Re: Smooth triangles?
Date: 26 Aug 2002 13:33:06
Message: <3d6a6652$1@news.povray.org>
> I'm not sure, it is possible the magnitude affects the weighting of the
> normals when they are interpolated across the triangle. Try normalizing
> the normal vectors you specify.

I don't know about the weighting, but the surface-vectors should
be one-unit in size. POV doesn't normalize them internally, and in
my experience, using other than unit-sized vector lead to strange
looking surfaces...

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde


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From: Warp
Subject: Re: Smooth triangles?
Date: 26 Aug 2002 15:57:42
Message: <3d6a8836@news.povray.org>
Tim Nikias <tim### [at] gmxde> wrote:
> POV doesn't normalize them internally, and in
> my experience, using other than unit-sized vector lead to strange
> looking surfaces...

  Can you demonstrate this with a small example?

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Tim Nikias
Subject: Re: Smooth triangles?
Date: 27 Aug 2002 00:53:30
Message: <3d6b05ca@news.povray.org>
Hm. I played around, and it seems that it doesn't
matter. I'll play around more when I've got more time,
I'll come back later...

--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde

>   Can you demonstrate this with a small example?


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From: Tim Nikias
Subject: Re: Smooth triangles?
Date: 28 Aug 2002 08:39:20
Message: <3d6cc478@news.povray.org>
Seems that it doesn't matter. I thought of some problems
about a year ago which I had when having a go on meshes,
but I guess that had to do with the way I calculated the
normals (pointing in weird directions), rather than the length
of the vectors...
Still, I think it would be best to keep uniform-vectors as surface
vectors. If you'd use subdivision-macros you'll see where
problems could arise... In the truest meaning of sense...
;-)



--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmxde

> I'll come back later...


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From: James Taylor
Subject: Re: Smooth triangles?
Date: 28 Aug 2002 17:50:17
Message: <3d6d4599@news.povray.org>
"Tim Nikias" <tim### [at] gmxde> wrote in message
news:3d6cc478@news.povray.org...
> Seems that it doesn't matter. I thought of some problems
> about a year ago which I had when having a go on meshes,
> but I guess that had to do with the way I calculated the
> normals (pointing in weird directions), rather than the length
> of the vectors...


this is the funny thing, I -know- the normals are correct, I 've drawn them
in using cylinders, but I still see the triangles. for the moment I've given
up on figuring it out and gone for the brute force method - increase the
number of triangles 'til you can't see them.

jim


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