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Hi,
if understand it right, turbulence and warps for textures etc. work like
that: The co-ordinates of a requested point x,y,z are altered by turbulence
or warps to x1,y1,z1 which are passed to the "texture-function".
I wonder if this could be implemented for objects quite easily too, so if a
ray "asks" for the first intersection with an object, it is altered first.
That would be useful IMO. You could bend any object quite easily (by just
bending the "co-ordinate-system"). More "natural" looking objects could be
possible.
Something like that can be achieved by using isosurfaces [like
function{MyFunc(x, sin(y),z)} f.ex.], but wouldn't it be much faster and
more flexible?
Excuse me if this suggestion is total nonsense - I don't know anything about
the source (and not even much about C)
Is it possible?
Marc-Hendrik
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