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Christoph Hormann <chr### [at] gmxde> wrote:
> In POV-Ray the way to get interpolated normal vectors (or 'smooth
> shading' if you want so) is to specify the normals, This offers more
> control than simply specifying if an edge is sharp or smooth. If there
> is a mesh with some smooth triangles and some not the most convenient
> approach would be to only subdivide the smooth ones (which of course
> requires special handling of edges between smooth and flat triangles).
Note also that two smooth triangles might not share the same normal
vectors in their shared vertices. That is, the triangles are smooth, but
their common edge has a sharp change in lighting (which is often a useful
feature).
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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