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How about bringing togeather the best two things - mesh modeling (in
external programs) and POV-Ray's functional textures?
It might work like this:
mesh_deformed {
mesh { NORMAL_MESH }
deformation { deformation_size 5 pattern { bozo } }
}
it would create an mesh object (copy of NORMAL_MESH, copy, not reference) in
which each corner would be translated by the value of deformation function
in that place.
corner = corner + bozo(cornet) * deformation_size;
where bozo "color" would be used to obrain 3d <x,y,z> vector instead <r,g,b>
color;
Any thoughts...?
--
Raf256
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Raf256 <spa### [at] raf256invalid> wrote:
> mesh_deformed {
> mesh { NORMAL_MESH }
> deformation { deformation_size 5 pattern { bozo } }
> }
> Any thoughts...?
Adding even more new keywords and more really specific functionality
is not the way to go. This has been done with povray for 10 years, and
it has really become a mess (at SDL level it's still more or less
manageable - barely - but at source code level it became an incredible
mess).
POV-Ray 4 will probably use a lot more generic ideas and features
which will probably allow doing what you want and much more (IOW, it
will probably not support mesh deformations directly, explicitly, but
it will probably give tools for you to write a small script which does
the same thing).
--
- Warp
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Warp <459e2ebd@news.povray.org> Friday 05 of January 2007 11:55
> POV-Ray 4 will probably use a lot more generic ideas and features
> which will probably allow doing what you want and much more (IOW, it
> will probably not support mesh deformations directly, explicitly, but
> it will probably give tools for you to write a small script which does
> the same thing).
But the speed is important...
--
Raf256
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Raf256 <spa### [at] raf256invalid> wrote:
> But the speed is important...
For creating a deformed version of a mesh? Not likely.
Besides, pov4 most probably will use a byte-compiled language (which
might even be JIT-compiled). Speed is not an issue here.
--
- Warp
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