"Warp" <war### [at] tag povray org> wrote in message
news:4595019d@news.povray.org...
> Mark Birch <las### [at] hotmail com> wrote:
>> 1. Coincident surfaces - if you stack one box *exactly* next to the other
>> then Povray won't know which surface to render. Sometimes it will render
>> 'Box A' and sometimes it will render 'Box B'. This isn't a problem if
>> the
>> textures on 'Box A' & 'Box B' are exactly the same, but if they are
>> different you will get random per-pixel speckling where the surfaces
>> overlap. Simple solution is to leave a very small gap between the two
>> objects.
>
> This might actually not be the case with axis-oriented boxes because
> the math involved is very straightforward and predictable.
> It's still safer to leave the gap, though.
If all you want is a stack of images you could use a stack of plane{}
instead of box{}... they would be quicker to render (ie less surfaces) and
you'd only have one face per pane to worry about when it comes to
image_map{} them.
You'll have fun getting all the alpha channel or transparency working right
though!
And as someone else said, you'll have to up the max_trace_level...
Rarius
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