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Tim Attwood nous apporta ses lumieres en ce 2007/07/05 04:28:
> 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.
>
>
You don't need to add the hollow keyword. The purpose of hollow is to allow an
object to contain a media, nothing else. hollow will only remove a warning in
this case.
--
Alain
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You know you've been raytracing too long when you have ever "Hand-Coded" a
bezier patch.
Stephan Ahonen
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