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Am I right if I say :
The required skills to program a shader are almost equal to
the skills required to program a new texture/pattern into the
core Povray code ?
After all, and if I understood well, renderman shaders must
be compiled with an ordinary C++ compiler, and they are -sort of-
dynamically linked to the renderer (who gives some data to
the shader, and get a pixel color or some other data in return).
About UV-stuff, the renderers that have shaders usually have only
a few types of primitives : nurbs, bicubic things,... And we know
that some Pov privitives CAN'T be UV-mapped : julias,...
Fabien.
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