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Marc-Hendrik Bremer <Mar### [at] t-onlinede> wrote:
: 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.
This is actually how the regular transformations work.
Yes, you could bend an object this way but only from the point of view
of the source of the ray. That is, if the ray was sent from the camera,
the object will be bent according the location of the camera. If you move
the camera the bending of the object will change accordingly (that is, the
bending is not static with respect to the object).
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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