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Thanks to Warps's Tesselate patch, creating a mesh become easier.
After that, it's only playing with the mesh... I did it in C,
but I have no doubt someone would be able to do it in pov-language too.
Render time is ok, but parsing time is exploding, especially
when it comes to compute mesh bounding tree.
The current scene code looks like:
background { rgb z*.5 }
#default { pigment { rgb <1,.8,.6> } finish { specular .5 } }
#declare Obj = sphere {0,1 }
smooth {
displace {
tesselate { Obj accuracy 85 smooth }
pigment { agate }, 0.4 , 0.5
}
}
camera { location <0,4,-13>*1.1 look_at <0,0,0> angle 35/3 }
light_source { <200,100,-150>, 1 }
light_source { <-200,100,-100>, x*.5 }
light_source { 0, y }
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