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Hi,
I'm completely new in raytracing as well as in Pov-Ray. I'm using a mesh file.
I've
created mesh2 format for Pov-ray, but I don't see the triangles when I run the
file.
I know this is a lame question, there must be easy way to do that.
Any type of suggestion on ray-tracing is highly appreciable.
Thanks in advance.
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Le 21/03/2015 18:54, Sadiq a écrit :
> Hi,
>
> I'm completely new in raytracing as well as in Pov-Ray. I'm using a mesh file.
> I've
> created mesh2 format for Pov-ray, but I don't see the triangles when I run the
> file.
> I know this is a lame question, there must be easy way to do that.
>
> Any type of suggestion on ray-tracing is highly appreciable.
>
> Thanks in advance.
>
>
>
Did you succeed to see the triangle from the mesh described in the doc ?
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On 21/03/2015 17:54, Sadiq wrote:
> Any type of suggestion on ray-tracing is highly appreciable.
Sorry for asking but...
Do you have a light source and a camera pointing at your mesh?
--
Regards
Stephen
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From: Christian Froeschlin
Subject: Re: How to show triangular meshes in object
Date: 23 Mar 2015 08:37:04
Message: <551008f0$1@news.povray.org>
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It might be that the scale of the mesh and the scene doesn't match
try adding "scale 100" to the mesh to see if something shows up.
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> Hi,
>
> I'm completely new in raytracing as well as in Pov-Ray. I'm using a mesh file.
> I've
> created mesh2 format for Pov-ray, but I don't see the triangles when I run the
> file.
> I know this is a lame question, there must be easy way to do that.
>
> Any type of suggestion on ray-tracing is highly appreciable.
>
> Thanks in advance.
>
>
>
Is the mesh in the field of view of the camera. If the camera is NOT
defined, you are using the default camera that is defined as:
camera{location <0,0,0> look_at z up y sky z direction z right x*4/3}
Did you apply any texture to your mesh? If not, it's totaly black, the
same as the default background colour.
Try adding a light_source.
Maybe the mesh is to small or to large.
If the mesh dimention is very large, try scaling it down: something like
scale 0.001.
If the mesh is very small, scale it up: something like scale 1000.
You can find the mesh location by using #declare Min =
min_extent(Mesh_name); and #declare Max = max_extent(Mesh_name);. You
get the center as follow:
#declare Center = (Min + Max)/2;
Use center as the look_at point for your camera. That way, you are sure
that the camera is pointing directly at your mesh.
You can also translate the mesh to place it around the origin:
#declare Centered_Mesh = object{Mesh_name translate -Center}
Then, place the camera some distance away from the origin, still looking
at the origin.
Hope this help.
Alain
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