POV-Ray : Newsgroups : povray.general : Mesh rendering artifacts : Re: Mesh rendering artifacts Server Time
25 Apr 2024 19:12:28 EDT (-0400)
  Re: Mesh rendering artifacts  
From: yesbird
Date: 2 Feb 2023 03:25:00
Message: <web.63db7207249f00763d614a2510800fb2@news.povray.org>
> I knew this was going to be a debugging nightmare, so I made a nice big Gin &
> Tonic, got out the Italian olive medley, and started fiddling.

If I could, I'd buy them for you )

> I have found out what your problem is, and it's directly related to what MatLab
> exports, and how you're trying to render it in POV-Ray.
>

It was a serious investigation, so I am a little ashamed that my question forced
you to do so much work.

> _I think you can fix this by changing the axes that you're slicing along._

Many thanks ! Now know where to look to fix it. In any case I decided to follow
your suggestion and do all calculations in POV, passing only function or mesh,
described surface, using yours and Tor's code, leaving present implementation as
alternative.

>THIS ONE!  THIS ONE!  :D
>#declare V = array[4802][9] {
>//  VERTEX1    NORMAL1   VERTEX2   NORMAL2    VERTEX3    NORMAL3   COLOR1
COLOR2   COLOR3

Sorry, I missed it, assumed, that macro code is transparent and hence structure
is 'self-explained'.

> I would also suggest that you orient all of you stuff the way POV-Ray does -
> with a left-handed coordinate system, +x to the right, +y as up, and +z going
> into the screen and away from you.

I only want to make it compatible with ML's defaults and render from the same
viewpoint as it does.


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