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>: displacement mapping for patterns
>
>Sometimes a very specific type of turbilence is needed, for example
>twisting or waving or similar. A displace warp which takes a pattern
>as a parameter and returns a vector based on the color on that pattern
>in a point, namely x = r-0.5, y = g-0.5, z = b-0.5, would make such
>things possible. Maybe some of the isosurface gurus can do it with
>function pigments but I can not.
mmmmm. Sounds interesting
>: chop pieces off with bounding
>
>If a bounding object is smaller than what it bounds, the results are
>unpredictable. I think a more logical behaviour would be the one seen
>in isosurfaces, i.e. the bounding object should restrict the bounded
>object, exposing the intersection surface and texture. Of course, it
>would still bound the object for ray-shape intersection tests.
Isn't that better done with clipped by? Or do you want to merge the two?
>: leave original textures when CSGing
>
>When performing a CGS difference or intersection, any object with a
>non-specified texture is assumed to have a black pigment and ambient
>0. I think a more reasonable behaviour would be to ignore its texture
>and use the texture of whatever object the intersection point is in.
>Of course this could lead to "coincident interiors" problems but I
>think with proper CGSing they can be avoided.
That would make my life SO much easier. Difficult to
implement though (Think of the following:
difference {
union {
sphere {
<0,0.5,0>,1
pigment {Red}
}
sphere {
<0,-0.5,0>,1
pigment {Blue}
}
}
box {
<0,-2,-2>,<2,2,2>
}
}
What colour should the overlapped area of the spheres be?
Red, Blue or Purple?
>Well, this is it, for now .If anyone cares to implement anything from
>this list, the beer's on me :-)
>
Another I would like :
The ability to layer a texture over a complex CSG when each
part has its own texture (If this is possible without using two copies of
the object, please
let me know)
union {
object {A texture {A}}
object {B texture {B}}
texture {PartiallyTransparentTexture layered}
}
The last texture should be layered over the others, instead
of just applying to objects without a texture.
Gail
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