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  • The smooth triangles use a formula called Phong normal interpolation to calculate the surface normal for any point on the triangle based on normal
    1 KB (233 words) - 19:08, 15 March 2012
  • ...an happen in individual smooth triangles, meshes with smooth triangles and smooth heightfields. The problem also manifests itself when using the slope patter ...File:QandTSTartifacts.png|Lighting and slope pattern artifacts in a smooth triangle]]</p>
    7 KB (1,213 words) - 18:28, 5 September 2009

Page text matches

  • <li>The object in right of the image is a mesh of smooth triangles.</li> the bright part under the triangle mesh; this is explained later).
    24 KB (4,181 words) - 16:01, 23 June 2009
  • triangles meshes though: a different texture can be assigned to each triangle triangle {
    36 KB (5,508 words) - 14:09, 16 December 2016
  • <li>The object in right of the image is a mesh of smooth triangles.</li> ...d be something like this image (don't mind about the bright part under the triangle mesh; this is explained later).</p>
    10 KB (1,772 words) - 18:28, 5 September 2009
  • ...an happen in individual smooth triangles, meshes with smooth triangles and smooth heightfields. The problem also manifests itself when using the slope patter ...File:QandTSTartifacts.png|Lighting and slope pattern artifacts in a smooth triangle]]</p>
    7 KB (1,213 words) - 18:28, 5 September 2009
  • {{#indexentry:triangle, mesh}} {{#indexentry:keyword, triangle}}
    4 KB (694 words) - 18:49, 16 December 2016
  • ::::1.3.1.3.2 [[Documentation:Tutorial Section 3#Smooth Transitions|Smooth Transitions]] ::::1.3.2.2.1 [[Documentation:Tutorial Section 3.1#Smooth triangles and mesh2|Smooth triangles and mesh2]]
    89 KB (9,046 words) - 08:15, 17 June 2021
  • ...are other types of splines available with the lathe, which will result in smooth curving lines, and even rounded curving points of transition, but we will g ...note this time. First, we will see that instead of straight lines we have smooth arcs connecting the points. These arcs are made from quadratic curves, so o
    54 KB (8,887 words) - 10:13, 29 September 2020
  • ::::* [[Reference:Camera#The Smooth Modifier|The Smooth Modifier]] ::::* [[Reference:Mesh2#Smooth and Flat triangles in the same mesh|Smooth and Flat triangles in the same mesh]]
    33 KB (3,799 words) - 08:11, 17 June 2021
  • ==Smooth and Flat triangles in the same mesh== <p>You can specify both flat and smooth triangles in the same mesh. To do this, specify
    4 KB (602 words) - 23:24, 3 May 2016
  • ...ode>: These macros create <em>quads</em>, 4-sided polygonal objects, using triangle pairs.</p> <p><code>HF_Square (Function, UseUVheight, UseUVtexture, Res, Smooth, FileName, MnExt, MxExt)</code>: This macro generates a mesh in the form of
    21 KB (3,511 words) - 19:08, 15 March 2012
  • {{#indexentry:triangle, keyword}} {{#indexentry:keyword, triangle}}
    1 KB (159 words) - 19:09, 15 March 2012
  • <p>In the so-called scanline renders all objects are modelled with triangle meshes (or by primitives such as NURBS or bezier patches which can be very ...ext the term ''bending'' is a bit misleading. Strictly speaking, bending a triangle mesh would also bend the triangles themselves, not only move their vertices
    63 KB (10,871 words) - 12:16, 3 January 2012
  • The smooth triangles use a formula called Phong normal interpolation to calculate the surface normal for any point on the triangle based on normal
    1 KB (233 words) - 19:08, 15 March 2012
  • functions which give smooth surfaces. always use triangle meshes (and some modellers use also NURBS which can be
    27 KB (4,754 words) - 15:50, 17 October 2009
  • <code>[[Reference:Height Field|:smooth|smooth]]</code><br> <code>[[Reference:Smooth Triangle|:smooth_triangle|smooth_triangle]]</code><br>
    44 KB (6,152 words) - 11:29, 2 October 2018
  • <li><!--<linkto "triangle">triangle</linkto>--->[[Reference:Triangle|triangle]]</li> ..."smooth_triangle">smooth triangles</linkto>--->[[Reference:Smooth Triangle|smooth triangles]]</li>
    38 KB (5,895 words) - 20:53, 2 July 2021
  • controlled for bicubic patches and standard triangle mesh.</p> <p>For standard triangle meshes (not mesh2) you can specify the UV coordinates for each
    5 KB (868 words) - 11:29, 25 July 2017
  • ...isc]], [[Reference:Smooth Triangle|smooth triangle]], [[Reference:Triangle|triangle]], [[Reference:Polygon|polygon]], [[Reference:Mesh|mesh]], and [[Reference:
    1 KB (209 words) - 13:11, 8 August 2012
  • :::* [[Documentation:Tutorial Section 3#Smooth Transitions|Smooth Transitions]] :::* [[Documentation:Tutorial Section 3.1#Smooth triangles and mesh2|Smooth triangles and mesh2]]
    22 KB (2,482 words) - 09:59, 26 June 2017
  • ...superellipsoid isn't quite the thing you want? Try this macro to get some smooth edges without placing all those spheres and cylinders.</p> ...by John VanSickle which enable the user to take a coarse triangle mesh and smooth it into something that appears far smoother.</p>
    8 KB (1,242 words) - 12:13, 22 October 2013
  • ...mp slope up for the first half and back down on the second half creating a triangle wave with a sharp peak in the center.</p> ...traight lines the shape is actually a cubic spline. This example creates a smooth sine wave.</p>
    7 KB (1,157 words) - 08:49, 30 June 2017
  • :<li>[[KB:Smooth Triangle Artifact|I'm getting lighting artifacts in smooth meshes or heightfields near the borders.]]</li> :<li>[[KB:Files and formats#Topic 6|Why are triangle meshes in ASCII format? They are huge! A binary format would be a lot small
    10 KB (1,714 words) - 02:33, 11 April 2021
  • [[Keyword:smooth|smooth]]<br> [[Keyword:triangle|triangle]]<br>
    16 KB (2,335 words) - 16:36, 11 March 2012
  • ...is very sensitive and will give different results if the mesh normals are smooth shaded or flat. Some other POV-Ray specific objects are also available: In POV-Ray a triangle mesh is just one primitive among many. You can explore the POV-Ray language
    42 KB (6,180 words) - 17:11, 5 August 2020
  • ...umber_of_sides</code> is used to choose that basic polygon: an equilateral triangle (3), a square (4) or a hexagon (6). The <code>number_of_tiles</code> is use <li>2 is a smooth negotiation of the angle, without pointy part.</li>
    3 KB (479 words) - 19:07, 15 March 2012
  • <dd>Smooth color triangle<!--</dd>--->
    52 KB (8,130 words) - 15:31, 9 June 2021
  • change the wave types. You could simulate a triangle wave on a ramp wave rolling wave with smooth transitions. The <code>scallop_wave</code> uses the
    13 KB (2,138 words) - 14:36, 9 June 2021