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Speaking from a technical point of view I don't think it's possible. It's a
good idea but pov can only check the mask for a polygon after computing a
ray intersection with that polygon, meaning it's doing exactly the same
amount of work as just having a high max_trace_level.
--
Tek
http://evilsuperbrain.com
"Vaclav Cermak" <dis### [at] disnel com> wrote in message
news:4541bed3$1@news.povray.org...
>
> Hello,
>
> I'am now working on some bitmap based grass, bush etc. I'am trying to
> place a lot of rectangles with bitmap grass patches on the groud. Bitmaps
> are partially transparent. The result is, that I have a lot of rectangles
> on every ray hittng the ground, so I must set very high max_trace_level to
> render it correctly...
>
> My idea is to create some "masked_polygon", or to add a "mask" into the
> polygon and use this mask when determing, if some ray hits the polygon.
> When the ray hits completely transparent part of the polygon, consider it
> as "no hit" and return hits only with full opaque or semi-transparent
> parts. Something like
>
> #declare BitmapPig = pigment {
> image_map {png "something.png"}
> }
>
> polygon {
> 5, <0, 0>, <1, 0>, <1, 1>, <0, 1>, <0, 0>
> mask {BitmapPig}
> pigment {BitmapPig}
> }
>
> This will remove the neccesasrity of high max_trace_level and I think,
> that it can be faster, than shooting new ray from every hitted, but
> completely transparent part of polygons.
>
> What do you think about this?
>
> Regards
>
> Vaclav
>
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