POV-Ray : Newsgroups : povray.newusers : Meshes Server Time
6 Sep 2024 00:19:19 EDT (-0400)
  Meshes (Message 11 to 15 of 15)  
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From: Peter Cracknell
Subject: Re: Meshes
Date: 6 Oct 1999 13:55:13
Message: <37fb8d01@news.povray.org>
Yeah good point, I did find it though with the name and its a great app, if
its not on your list (not that I've checked and thinking about it it
probably is, is there something that isn't on the list) then I'd advise
sticking it on, its a good little app.  The URL I eventually found is er
lets look ooh how original http://www.softy3d.com/en/index.htm - providing
ur English.  Anyway good app, not tested the export yet though.

P3TE

Ken <tyl### [at] pacbellnet> wrote in message
news:37FAB374.3C2185A0@pacbell.net...
>
>
> Peter Popov wrote:
>
> > Try Softy3D.
>
> Er, um, Peter ? Isn't that the address for Elasticity ?
>
> :)
>
> --
> Ken Tyler
> 1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
> http://home.pacbell.net/tylereng/index.html


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From: Ken
Subject: Re: Meshes
Date: 6 Oct 1999 13:59:31
Message: <37FB8DFB.F0012B0D@pacbell.net>
Peter Cracknell wrote:
> 
> Yeah good point, I did find it though with the name and its a great app, if
> its not on your list (not that I've checked and thinking about it it
> probably is, is there something that isn't on the list)

It's in the list. I have it under povray modelling programs.

-- 
Ken Tyler
1100+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html


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From: Peter Popov
Subject: Re: Meshes
Date: 6 Oct 1999 14:16:39
Message: <ggv7N0SLfLwwAN=zgiBvAmnDS6wu@4ax.com>
On Tue, 05 Oct 1999 19:27:00 -0700, Ken <tyl### [at] pacbellnet> wrote:

>
>
>Peter Popov wrote:
>
>> Try Softy3D.
>
>Er, um, Peter ? Isn't that the address for Elasticity ?
>
>:)

It is, it is... :) Ken, please note the time of my post (Bulgaria is
GMT +02:00) if that is any excuse.

Heck, just do a search on povray.org (whew!)

I had a chat with John VanSickle over ICQ and I mentioned both
programs and sent him the URLs. I copied & pasted the above URL from
the ICQ message history but obviously I got the wrong one... 8-O
(yawn) need more sleep.


Peter Popov
ICQ: 15002700


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From: Chris Colefax
Subject: Re: Meshes
Date: 7 Oct 1999 10:19:29
Message: <37fcabf1@news.povray.org>
Peter Cracknell <pc### [at] lineonenet> wrote:
> I've been using POV a little while now and I'm getting through all the
> things possible.  I've learnt most of the code understood lighting and
> cameras and got a bit on animation.  Moray is quite easy too, only things
> left media and meshes/bicubic patches etc.  I've been playing with Chris
> Colefex's hair, which I must say is amazing, there are so many options and
> it is by far the best around that I have seen.  Though it uses meshes, and
> I've been using the sphere that came with it.  Is there anyway to convert
> blobs to meshes?  This would be absolutely ideal as otherwise I'm gonna
have
> to redo the blobs using the sphere PCM file that came with it and that
would
> make it really slow.  Basically any help/links or info on meshes and an
> answer to my question would be very highly appreciated to help me out.

It is possible to convert blobs to triangle meshes: any polygon renderer
that supports metaballs does this (Truespace, etc).  In fact, PolyRay will
also do this (it can triangulise all of its objects for displacement
mapping, wireframe preview, and exporting to mesh formats).  POV-Ray,
though, cannot - although it should be possible to use Ron Parker's trace {}
function (currently SuperPatch only) to extract the triangle co-ordinates
or, indeed, as has already been done, to place objects such as hair directly
onto a blob surface.

At any rate, even if you did convert your bear model to a mesh I suspect
covering the surface with my macro file would take quite a while... a
quicker option might be to fake the fur using textures and/or media.  I've
posted a message in binaries.images showing two possible methods: both use
larger copies of the base surface, and these should be quite easy to make
for a blob model simply by creating a second copy of the blob with a lower
threshold.


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From: Peter Cracknell
Subject: Re: Meshes
Date: 7 Oct 1999 11:39:56
Message: <37fcbecc@news.povray.org>
Thanks again!  Ken was right saying you were a genius.

P3TE

www.p3te.freeuk.com

Chris Colefax <cco### [at] geocitiescom> wrote in message
news:37fcabf1@news.povray.org...
> Peter Cracknell <pc### [at] lineonenet> wrote:
> > I've been using POV a little while now and I'm getting through all the
> > things possible.  I've learnt most of the code understood lighting and
> > cameras and got a bit on animation.  Moray is quite easy too, only
things
> > left media and meshes/bicubic patches etc.  I've been playing with Chris
> > Colefex's hair, which I must say is amazing, there are so many options
and
> > it is by far the best around that I have seen.  Though it uses meshes,
and
> > I've been using the sphere that came with it.  Is there anyway to
convert
> > blobs to meshes?  This would be absolutely ideal as otherwise I'm gonna
> have
> > to redo the blobs using the sphere PCM file that came with it and that
> would
> > make it really slow.  Basically any help/links or info on meshes and an
> > answer to my question would be very highly appreciated to help me out.
>
> It is possible to convert blobs to triangle meshes: any polygon renderer
> that supports metaballs does this (Truespace, etc).  In fact, PolyRay will
> also do this (it can triangulise all of its objects for displacement
> mapping, wireframe preview, and exporting to mesh formats).  POV-Ray,
> though, cannot - although it should be possible to use Ron Parker's trace
{}
> function (currently SuperPatch only) to extract the triangle co-ordinates
> or, indeed, as has already been done, to place objects such as hair
directly
> onto a blob surface.
>
> At any rate, even if you did convert your bear model to a mesh I suspect
> covering the surface with my macro file would take quite a while... a
> quicker option might be to fake the fur using textures and/or media.  I've
> posted a message in binaries.images showing two possible methods: both use
> larger copies of the base surface, and these should be quite easy to make
> for a blob model simply by creating a second copy of the blob with a lower
> threshold.
>
>


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