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My first thought would be to use an orthographic
camera for the pigment generation, then use a
planar mapped pigment, the rear of the object
would be textured wrong, but from the front it
should look correct.
This is a real stumper... what you'd really want is
some sort of inverted spherical camera, where the
rays are shot from a sphere surrounding the look_at.
You might be able to get a reasonable map for some
sorts of simple objects by making them hollow and
rendering with a spherical camera placed inside at the
center.
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