|
|
I'm trying to use a mesh to generate a clump of grass. I'm having a problem
because apparently I can't rotate the individual triangles within the mesh.
I'll show the erroneous code I'm using, so you can see what I am trying to
do:
#declare grassclump =
mesh
{
#local numblades = 0;
#local maxblades = 60+int((rand(randseed)*40));
#while(numblades < maxblades)
#local rotationx = rand(randseed)*30;
#local rotationy = rand(randseed)*360;
triangle
{
<.02,0,0>,<-.02,0,0>,<.018,1.2,0>
rotate < rotationx,0,0>
rotate <0,rotationy,0>
}
triangle
{
<-.02,0,0>,<-.018,1.2,0>,<.018,1.2,0>
rotate < rotationx,0,0>
rotate <0,rotationy,0>
}
triangle
{
<-.018,1.2,0>,<.018,1.2,0>,<0,2.5,0>
rotate < rotationx,0,0>
rotate <0,rotationy,0>
}
#local numblades = numblades+1;
#end
texture
{
pigment
{
color rgb <.1,1,.26>
}
}
}
I am using 500,000 of these clumps of grass in my scene, randomly placed. I
could just keep the grassblade as the individual mesh and then use union to
form the clump, but as I have so many, I think I need to be able to keep
the whole clump as a single mesh to keep the number of objects down, right?
Post a reply to this message
|
|