Trevor G Quayle wrote:
<>
> I don't think it can be implemented in POV very easily as it is simply based
> on mesh points whereas POV primitives are not meshes (except meshes of
> course) and it also relies on the mesh being subdivided quite fine to get
> decent results that aren't noticeably 'blocky'.
I'm under no belief that this can be done with primitives... but having
the capability to do this to simple meshes (cubes, etc.) would be very
helpful.
~Sam
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