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From: Sven Littkowski
Subject: Any tool to transform objects to meshes
Date: 19 May 2006 15:38:46
Message: <446e1ec6@news.povray.org>
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Hi!
Is there any tool or way to create meshes out of objects (such as unions,
basic shapes, differences or intersections)?
Greetings,
Sven
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From: Zeger Knaepen
Subject: Re: Any tool to transform objects to meshes
Date: 19 May 2006 19:48:52
Message: <446e5964@news.povray.org>
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"Sven Littkowski" <sve### [at] jamaica-focus com> wrote in message
news:446e1ec6@news.povray.org...
> Hi!
>
> Is there any tool or way to create meshes out of objects (such as
unions,
> basic shapes, differences or intersections)?
http://jgrimbert.free.fr/pov/patch/tessel/index.html
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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From: Sven Littkowski
Subject: Re: Any tool to transform objects to meshes
Date: 19 May 2006 19:55:53
Message: <446e5b09@news.povray.org>
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"Sven Littkowski" <sve### [at] jamaica-focus com> wrote in message
news:446e1ec6@news.povray.org...
> Is there any tool or way to create meshes out of objects (such as unions,
> basic shapes, differences or intersections)?
"Zeger Knaepen" <zeg### [at] povplace com> schrieb im Newsbeitrag
news:446e5964@news.povray.org...
> http://jgrimbert.free.fr/pov/patch/tessel/index.html
Hi Zeger,
thanks for that link. I opened it, and I see there a number of images and
some kind of functions. But there is no further description or explanation
which could help me to understand the contents better. Can you give me some
information?
Thanks,
Sven
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"Sven Littkowski" <sve### [at] jamaica-focus com> wrote in message
news:446e5b09@news.povray.org...
> Hi Zeger,
>
> thanks for that link. I opened it, and I see there a number of images
and
> some kind of functions. But there is no further description or
explanation
> which could help me to understand the contents better. Can you give me
some
> information?
uhm, it's the tesselation-patch, a POV-Ray patch that allows you to
tesselate any object.
Never tried it though
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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From: Sven Littkowski
Subject: Re: Any tool to transform objects to meshes
Date: 20 May 2006 10:40:19
Message: <446f2a53@news.povray.org>
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I am still looking for a way to transform POV-Ray objects (such as unions,
basic shapes, differences or intersections) to POV-Ray meshes.
Who can help?
Sven
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Sven Littkowski <sve### [at] jamaica-focus com> wrote:
> I am still looking for a way to transform POV-Ray objects (such as unions,
> basic shapes, differences or intersections) to POV-Ray meshes.
It's not possible, at least not currently.
--
- Warp
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Warp wrote:
> Sven Littkowski <sve### [at] jamaica-focus com> wrote:
>> I am still looking for a way to transform POV-Ray objects (such as unions,
>> basic shapes, differences or intersections) to POV-Ray meshes.
>
> It's not possible, at least not currently.
Shh, don't tell Moray 3.5 that...
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Tim Cook <z99### [at] bellsouth net> wrote:
> Shh, don't tell Moray 3.5 that...
It can convert POV-Ray SDL to meshes?
--
- Warp
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Warp wrote:
> It can convert POV-Ray SDL to meshes?
It can convert POV primitive-based CSG objects into meshes. Yes, you
have to build them in Moray, but when you render it before converting to
mesh, it's still a POV object. That's what was quoted and to which I
responded, nothing about POV SDL. *wink*
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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From: Greg M Johnson
Subject: Re: Any tool to transform objects to meshes
Date: 20 May 2006 20:37:17
Message: <446fb63d@news.povray.org>
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Sven Littkowski wrote:
> Hi!
>
> Is there any tool or way to create meshes out of objects (such as unions,
> basic shapes, differences or intersections)?
>
> Greetings,
>
> Sven
There's a way to do it in povray's SDL, which is kinda clunky.
It essentially would turn this:
http://flickr.com/photos/pterandon/32127796/in/set-110545/
into this:
http://flickr.com/photos/pterandon/30766135/in/set-110545/
I'd have to find out where and if I've published my own code for this. But
it involved the trace function and the makemesh macros.
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A "Make_Mesh" macro? Hmmm, that sounds quite interesting! I am going to
research on that macro! Thanks, Greg!
Sven
> Sven Littkowski wrote:
>> Is there any tool or way to create meshes out of objects (such as unions,
>> basic shapes, differences or intersections)?
"Greg M. Johnson" <pte### [at] thereallycommononethatstartswithaY com> schrieb
im Newsbeitrag news:446fb63d@news.povray.org...
> I'd have to find out where and if I've published my own code for this.
> But
> it involved the trace function and the makemesh macros.
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From: "Jérôme M. Berger"
Subject: Re: Any tool to transform objects to meshes
Date: 21 May 2006 03:14:34
Message: <4470135a$1@news.povray.org>
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
Greg M. Johnson wrote:
> There's a way to do it in povray's SDL, which is kinda clunky.
>
> It essentially would turn this:
> http://flickr.com/photos/pterandon/32127796/in/set-110545/
>
> into this:
> http://flickr.com/photos/pterandon/30766135/in/set-110545/
>
It should be possible to implement the marching cubes algorithm [1]
in SDL using an object pattern. This would probably give better
results (in particular, the arms wouldn't be attached to the sides
of the body).
Jerome
[1] http://www.exaflop.org/docs/marchcubes/
- --
+------------------------- Jerome M. BERGER ---------------------+
| mailto:jeb### [at] free fr | ICQ: 238062172 |
| http://jeberger.free.fr/ | Jabber: jeb### [at] jabber fr |
+---------------------------------+------------------------------+
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Version: GnuPG v1.4.2.2 (GNU/Linux)
iD8DBQFEcBNad0kWM4JG3k8RAgRCAKCzRWez30Q7EJS96PlJhZsGsqx2MgCfVRno
yGyl60uOSYucZ+C4ka36QEg=
=hC31
-----END PGP SIGNATURE-----
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On 20 May 2006 16:34:09 -0400, Warp <war### [at] tag povray org> wrote:
Moray 3.5 can!!!! convert POV-Ray primitives with help of 3DWin plugin
for Moray.
Moray triangulates (evaluates) internally primitives.
-tb
>Tim Cook <z99### [at] bellsouth net> wrote:
>> Shh, don't tell Moray 3.5 that...
>
> It can convert POV-Ray SDL to meshes?
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"Thomas Baier" <NOS### [at] stmuc com> a écrit dans le message de
news: 6b50721g0s2uhchqjhjc2t8inkt8eddohp@4ax.com...
> On 20 May 2006 16:34:09 -0400, Warp <war### [at] tag povray org> wrote:
>
> Moray 3.5 can!!!! convert POV-Ray primitives with help of 3DWin plugin
> for Moray.
>
Actually Moray can export primitives and evaluated CSGs to mesh without
3DWin.
In Moray, the" transform to mesh" feature is based on the display triangles
and quads so you can set the wireframe division in the "advanced" tab of the
configuration (Alt+O) settings.
Moray exports the result as mesh or mesh2 if you want.
Marc
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Question to those who work with meshes:
my current scene has a long huge pole (diameter 600 units=meters, from -200z
to +1800z) and many vertical cylinders with spheres at their ends inside
which are cut at the huge main cylinder's edge (intersection or difference).
The rendering speed is torturing slooow.
Having this transformed to a mesh, would it render faster?
Greetings,
Sven
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"Sven Littkowski" <sve### [at] jamaica-focus com> wrote in message
news:44705433$1@news.povray.org...
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters,
> from -200z to +1800z) and many vertical cylinders with spheres at their
> ends inside which are cut at the huge main cylinder's edge (intersection
> or difference). The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
Hi Sven,
If you're cutting a lot of holes in your main cylinder, then you may be
running into the problem that Mike Williams has covered in his tutorial at
http://www.econym.demon.co.uk/holetut/index.htm.
Regards,
Chris B.
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"Sven Littkowski" <sve### [at] jamaica-focus com> a écrit dans le message de news:
44705433$1@news.povray.org...
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters,
from -200z
> to +1800z) and many vertical cylinders with spheres at their ends inside
> which are cut at the huge main cylinder's edge (intersection or
difference).
> The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
>
Likely : calculing lot of differences with a huge object is time consuming,
rendering it as a mesh is very faster.
are your vertical cylinder with sphere all the same?.
If yes, you could make one difference with a short cylinder and multicopy it
all along (with rotations around z) to build a long cylinder
Marc
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Sven Littkowski nous apporta ses lumieres en ce 21/05/2006 07:51:
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters, from -200z
> to +1800z) and many vertical cylinders with spheres at their ends inside
> which are cut at the huge main cylinder's edge (intersection or difference).
> The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
>
Is your camera inside that object? Are all those protuding elements like buildings
constructed on
the iner face? Try to use an union instead. If you don't see the outer part, there
won't be any
difference, but will render much faster.
You can also give some thickness to the cylinder wall by differencing it from a
slightly larger one.
--
Alain
-------------------------------------------------
Feminism: Men are shit.
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Hi!
Please have a look to the "SciFi: Preview XX: Imperial Carrier" (inside the
"povray.binaries.images" newsgroup) to see the large bays of a starship.
These bays cause that slowing in the render procedure.
Greetings,
Sven
"Sven Littkowski" <sve### [at] jamaica-focus com> schrieb im Newsbeitrag
news:44705433$1@news.povray.org...
> Question to those who work with meshes:
>
> my current scene has a long huge pole (diameter 600 units=meters,
> from -200z to +1800z) and many vertical cylinders with spheres at their
> ends inside which are cut at the huge main cylinder's edge (intersection
> or difference). The rendering speed is torturing slooow.
>
> Having this transformed to a mesh, would it render faster?
>
> Greetings,
>
> Sven
>
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"Sven Littkowski" <sve### [at] jamaica-focus com> a écrit dans le message de news:
44707e14$1@news.povray.org...
> Hi!
>
> Please have a look to the "SciFi: Preview XX: Imperial Carrier" (inside
the
> "povray.binaries.images" newsgroup) to see the large bays of a starship.
> These bays cause that slowing in the render procedure.
>
> Greetings,
>
Because they are CSG? waaa I understand.... you could speed up your render
by 100 at least.
why not to declare a union of theses bays and use them for an
object_pattern texture_map ?
Marc
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From: Sven Littkowski
Subject: Re: Any tool to transform objects to meshes
Date: 21 May 2006 12:57:30
Message: <44709bfa@news.povray.org>
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Hmmm, how would that be done? I have not yet ever used such as an
object_pattern texture_map.
About the scene:
- most of the cylinders are randomly placed,
- all cylinders have different sizes,
- all cylinders have a texture of map_type 2 (cylinder-type texture).
Marc, can you write more information about such object_pattern
texture_maps?
Greetings, thanks,
Sven
"M_a_r_c" <jac### [at] wanadoo fr> schrieb im Newsbeitrag
news:44708a80@news.povray.org...
> Because they are CSG? waaa I understand.... you could speed up your render
> by 100 at least.
> why not to declare a union of theses bays and use them for an
> object_pattern texture_map ?
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"Sven Littkowski" <sve### [at] jamaica-focus com> a écrit dans le message de news:
44709bfa@news.povray.org...
> Marc, can you write more information about such object_pattern
> texture_maps?
>
> Greetings, thanks,
>
> Sven
For object_pattern
http://www.povray.org/documentation/view/3.6.1/386/
for texture_map
http://www.povray.org/documentation/view/3.6.1/353/
something as
#declare Bays=union{all_your_bays}//you must declare your bays as an
textureless object (a union in this case)
#declare Overall_texture=texture{
object{Bays
texture{your_texture}//the NOT bay texture
texture{Bay_texture}//the bay texture
}
}
Marc
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You might try the "CSG To Mesh" thread in the p.t.s-f group that I posted a
long while ago under another name... oh, my secrets out.
--
#####-----#####-----#####
POV Tips and Hints at ...
http://povman.blogspot.com/
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Hi J.. -ah, Povman!
Thanks a lot for your maybe golden hint. I downloaded the .pov file but have
not tried it out yet, because I am at the end of this day. I am going to
render fantastic worlds in my dreams very soon.
Thanks a lot, please expect my feedback! Best greetings,
Sven
"POVMAN" <s### [at] a com> schrieb im Newsbeitrag news:44718365@news.povray.org...
> You might try the "CSG To Mesh" thread in the p.t.s-f group that I posted
> a long while ago under another name... oh, my secrets out.
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