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Tim Attwood wrote:
>> Yes, there is indeed blocky appearance, but i think if there is no any
>> tessellation, what kind of primitives povray is using to represent the
>> intersection between a ray and the on-surface cube. And for each
>> intersection point, its normal should be calculated from the volume data.
>>
>> Is that possible that povray is just using a rectangle to reprensent the
>> intersection of the on-surface cube? which is something like billboards,
>> since it is very efficient. If so, there would be no way to make the
>> resulting surface smoother, except using finer volume data.
>
> Pov doesn't tessellate anything ever. All of pov's primitives are
> volumetric, or surfaces.
Actually, it does tessellate bezier/bicubic patches. You can choose
the tessellation amount with the u_steps, v_steps and flatness
keywords. But that's the only object type that gets tessellated.
Jerome
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