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  Re: Rendering for liberty
 
(...) Nice! You could also try wrapping a real photograph of the sunset around a sphere. -Mike (16 years ago, 10-Dec-08, to lugnet.cad, FTX)
 
  Creator Adventcalender 2004 - Xmas Blog
 
Hi all, On December 1 I started a (Dutch) blog for the Creator Adventcalender from 2004. It features full building instructions for the daily model, its alternative model and downloadable LDR and PDF files. As of today, December 8 there is an (...) (16 years ago, 10-Dec-08, to lugnet.announce)
 
  Rendering for liberty
 
I've been working on honing my skills at the whole rendering thing using many of the tools written by members of this forum and with knowledge gleaned here. I thought it was time to share! I asked my kids which model they would like me to use for a (...) (16 years ago, 10-Dec-08, to lugnet.cad, FTX)
 
  Re: Colinear Vertices
 
(...) It depends on what your threshold is but taking the difference (as you do in a cross product) of two big numbers is less accurate (very much so sometimes) than taking the difference of two smaller numbers. Even without this issue it means that (...) (16 years ago, 9-Dec-08, to lugnet.cad)
 
  Re: Colinear Vertices
 
(...) No, I just take the cross product, and if the length (squared) is 0, I give an error. I don't see how normalizing the length of the two vectors that I feed into the cross product would improve things much here. Sure, it might mean that my (...) (16 years ago, 9-Dec-08, to lugnet.cad)
 
  Re: SR 3D Builder version 3.2.2.3 just released
 
(...) Wow! Very impressive! I will definitely have to try it out. A couple of questions: are MLCAD's keyboard controls supported? Can I export back into LDR/MPD format? What does the model tree look like? -Mike (16 years ago, 9-Dec-08, to lugnet.cad)
 
  Re: Colinear Vertices
 
--snip-- (...) I assume that you divide by the vector lengths first (as in normalise them before taking the cross-product) but if you don't then you should. Tim (16 years ago, 9-Dec-08, to lugnet.cad)
 
  Re: Colinear Vertices
 
(...) If they're on a curved surface, you'll get higher quality out of LDView half the time if you split them into triangles. (I say half the time, because OpenGL splits them into triangles in order to render them, and half the time they'll be split (...) (16 years ago, 9-Dec-08, to lugnet.cad)
 
  Re: Colinear Vertices
 
(...) As far as I can see the threshold is the number of digits that are used to determine wheather a value is the same as the other. So if you use 6.0 and 6.0001 with a threshold of 0.0001 the value are interpreted to be the same. That makes sense (...) (16 years ago, 9-Dec-08, to lugnet.cad)
 
  Re: Opinions needed for Color and Edge Values
 
(...) Good timing on your response. We are going through the transparent colors now. I also agree that the transparent colors look washed out. I believe that the RGB values are how they would appear on a white background, but they do not render well (...) (16 years ago, 9-Dec-08, to lugnet.cad)

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