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>> Neither solution are satisfactory. For a long time, I think that PoV is
>> missing a way to cleanly deal with coincident surface: some declaration
>> in
>> the scene that says "these surfaces are *meant* to be coincident, you
>> must
>> handle them that way"
>
> But how would it handle which texture to process first?
You could specify textures for boundaries rather than objects.
So the default would be the texture for the object/air boundary (same as
existing syntax), but then you could specify additional "textures" for
boundaries between two objects (eg glass/wine). There could even be default
boundary textures computed automatically using some (physically correct?)
algorithm.
And then there could be a configurable "minimum gap", below which POV would
assume two surfaces were coincident.
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