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Takuya Arai <tim### [at] stratosnet> wrote:
: Ah ha. So it does handle it like a solid 3D object then.
Well, yes and no.
Povray handles objects as if they were solid for: a) refraction, and
b) fog/media.
For anything else objects are just surfaces (for example when texturing).
Note that the keyword 'hollow' doesn't affect refraction in any way. It's
just a fog/media related thing.
: Okay, that's
: cool...and I assume it works just the same even if you're using bicubic
: patches too then right?
A surface is a surface. The same rule applies to all of them. Ray hits
it -> we are inside; ray hits it again -> we are outside.
This of course causes problems when the surface is not closed...
Note that bicubic patches and triangle meshes work ok in refraction, but
not in CSG.
: I knew that, but I wasn't sure if it would consider the inside of an object as
: a hollow space.
There is only hollow space inside the objects. To see it, move the camera
inside them.
They might look like solid when refracting, but they aren't really.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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