> > This is standard practice when modelling for games. Certainly Direct3D
> > supports it and correctly renders it (in my experience). It is an
incredibly
> > effective technique (as long as you don't look too closely :-) )
>
> Then how would you render clear glass (with highlights) with such
engine?
You probably wouldn't, but it would depend on the engine. You might use a
high level of translucency (say 99%) for glass and have a special case for
100% translucent which means don't render it. I just did a little test with
the engine I use and it just makes the highlight proportional to the
translucency which of course makes it impossible to create glass (without
faking it)
> > For example
> > the holes punched through the side of the wheel supports in this image
> >
(http://www.amabilis.com/gallery/Alex%20Grigny%20de%20Castro%20-%20Sojourner
> > %20-%20Large.jpg) would not be renderable with POVRay.
>
> Why not? There have been several mentions about image_pattern in this
> thread. You can use it to get that effect.
I read the posts in the wrong order. See my other post.
Richard
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