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From: Nathan Kopp
Subject: Re: Meshes
Date: 4 Oct 1999 00:18:51
Message: <37f82aab@news.povray.org>
Arne Haglund <arn### [at] tninetse> has done some work on a blob-to-mesh
patch for POV-Ray.  Maybe you can get some code from him.  See message
thread titled "Blob to mesh patch!" in the povray.programming newsgroup.

-Nathan Kopp

Peter Cracknell <pc### [at] lineonenet> wrote in message
news:37f763ad@news.povray.org...
> 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.
> Thanks
>
> P3TE
>
> --
> www.p3te.freeuk.com
>
>


Post a reply to this message

From: Peter Cracknell
Subject: Re: Meshes
Date: 4 Oct 1999 12:15:04
Message: <37f8d288@news.povray.org>
I'm clueless too funnily enough, I was just hoping there was some way of
converting a POV scene into one large mesh.  I was thinking, convert the POv
into a DXF then to a mesh, ie you're actually simplifying things.  No I dont
think your idea will work sorry, the spheres as a statement are not classed
with polygons (ie triangles) but as perfect spheres making blobs possible,
well I think thats it making a mesh not work.  Any ideas?  On whats going on
here and/or what I am talking about?

P3TE

www.p3te.freeuk.com

Bob Hughes <inv### [at] aolcom> wrote in message
news:37f7f26d@news.povray.org...
> I'm clueless about the PCM and mesh stuff, but can't you just enclose the
> sphere in a 'blob' statement and add the 'strength' float into the
'sphere'
> statement?  If the "sphere' you mention is in actuality a mesh of
triangles
> or something and you are wanting a "blob" type of shape instead I have no
> idea. I'm thinking of individual parts made up of spheres or blobs, in
which
> case I don't see why it couldn't be done.
>
> Bob
>
> Peter Cracknell <pc### [at] lineonenet> wrote in message
> news:37f763ad@news.povray.org...
> > 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.
> > Thanks
> >
> > P3TE
> >
> > --
> > www.p3te.freeuk.com
> >
> >
>
>


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From: Remco de Korte
Subject: Re: Meshes
Date: 4 Oct 1999 17:32:15
Message: <37F91D19.CE50D52C@xs4all.nl>
Peter Cracknell wrote:
> 
> I'm clueless too funnily enough, I was just hoping there was some way of
> converting a POV scene into one large mesh.  I was thinking, convert the POv
> into a DXF then to a mesh, ie you're actually simplifying things.  No I dont
> think your idea will work sorry, the spheres as a statement are not classed
> with polygons (ie triangles) but as perfect spheres making blobs possible,
> well I think thats it making a mesh not work.  Any ideas?  On whats going on
> here and/or what I am talking about?
> 
> P3TE
> 

I was hoping for a way to make meshes out of blobs too, but nothing sofar
(except for the patch Bob already mentioned). 
So you're stuck with a bald blob...
Here are two suggestions:
  - If you just want to have the impression of a fur you could try it with a
normal.
  - Since the bear isn't a very complicated object the amount of blobelements in
it will probably be modest. Try if you can create a copy of the bear with the
same elements but now as a CSG (union). You'll probably need to scale down all
elements and perhaps you can leave out some smaller, less important once (or
those at the paws, for bald patches). Now you have a collection of spheres
(perhaps cylinders) which aren't very hard to grow hair on. Put the hairy CSG
inside the blob and the hairs will stick out (you'll have some redundant hair on
the inside). 

Good luck,

Remco


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From: Peter Popov
Subject: Re: Meshes
Date: 5 Oct 1999 19:27:57
Message: <Goj6N4rYedfhEcw6YlJWxlL3c5F3@4ax.com>
On Sun, 3 Oct 1999 15:12:53 +0100, "Peter Cracknell" <pc### [at] lineonenet>
wrote:

> Is there anyway to convert blobs to meshes?

Try Softy3D. The program is designed for creating organic objects
through blobbing together spheres and sphere sweeps and it can export
directly to a POV mesh. The url is:

http://www.flash.net/~drsledge

The program is not free but there is a beta version available for
download and there's no registered version available yet. It runs
under windoze.


Peter Popov
ICQ: 15002700


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From: Ken
Subject: Re: Meshes
Date: 5 Oct 1999 22:27:14
Message: <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


Post a reply to this message

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


Post a reply to this message

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


Post a reply to this message

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


Post a reply to this message

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.


Post a reply to this message

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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