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On Wed, 05 Dec 2001 22:20:43 GMT, ken### [at] uniplan it (Angelo 'kENpEX' Pesce) wrote:
> On Wed, 05 Dec 2001 22:00:08 +0100, "Thorsten Froehlich"
> <tho### [at] trf de> wrote:
> > All of which get broken down into triangles so graphic accelerators can show
> > you a fast preview. If you had ever looked at more than just the absolute
> > basic parts of POV-Ray you would have noticed blobs, sors and other more
> > complex object types that are far superior when modeling organic shapes than
> > any kind/implementation of nurbs.
>
> I'll reply to you and to warp here, about this question...
I can't find any question in previous post :-)
> You're really, really, really, really wrong if U think that organic
> shapes or anything above amatorial level graphics is made with such
> primitives. I know that there are many *FINE* images done with that
> stuff. I agree that there are many *FINE* artists that use that tools.
> But this is not what high-end graphician want. Why? I can tell you
> why...
There are some high-end graphician in pov-community. I wonder why you are
forcing so big community to think they waste last ten years.
> Of course supporting both stuff will not hurt at all... :)
And that's what POV has. Support for meshes and primitives. Make unlimited
features with SDL or own patch and enjoy it.
ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35
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