|
 |
"Kenneth" <kdw### [at] gmail com> wrote:
> I never really grasped the docs' info about
> max_distance (and making 'slices' of a scene).
Yes, that's the part that really caught my attention - there's no CSG, so I
wonder if there will be a significant speed-up.
Just mesh the screen with quads of triangles, and then rotate the mesh to flip
it up, and then scan down onto your object. Use the 0.1mm height of your print
for your max depth, and that should do it.
I'm also wondering if this would be a good way to do some of the
object-to-isosurface stuff that's been talked about, and also be used as a sort
of pseudo-trace() to get all the intersections of a ray.
I just saw it when researching other things (as always) and thought you would be
interested. :)
- BW
Post a reply to this message
|
 |