>> OK. I will post them tomorrow. I have converted them already, but the
>> raytrace of brep objects really takes a long time. -_-
> Sounds good.
I have uploaded the raytrace results of m35.g and ktank.g. As for havoc.g, the
raytrace of brep objects takes too much time that I haven't got the result yet.
:( But just plotting the combination (using the draw command in mged) seems
that the result is quite ideal.
> Have you been able to do a raytrace comparison of the implicit vs. the
brep for a dsp? That would
be another good comparison image to show.
I tried with terra.g today, but it seems that the b-rep form of it could not
be raytraced. It just stays black even after a long time. Although I tried
another much smaller dsp, the problem remains. But when I use the brep command
plotting all surfaces of the brep, it seems that the conversion is correct.
> I think we will be able to fit smooth surfaces to the mesh, but that
code is still currently "in development". Hopefully soon.
Waiting for your good news. :)
> The solver we use for most of our implicit raytracing isn't quite up
to the superell in its current form, so we can't correctly raytrace
superell primitives. I'd take a few days and see if it looks like you
might be able to fit it using NURBS.
So I will begin with superell now.
Cheers!
Wu
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