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In general Warp is correct, the tricks done with procedural textures in
packages like RenderMan translate poorly to POV.
> As an example, I could use such a language to generate a scene depth map
> by
> painting the surfaces with their distance from the camera ...
This particular example is very doable in POV though.
You can place all your objects in a single union and then
texture it with a spherical pattern pigment centered on the camera.
If you are using an orthographic camera you can use a gradient
instead. Here's a minimal example scene.
global_settings {
assumed_gamma 1.0
hf_gray_16 on
}
#declare CLOC = <0.0, 0.5, -4.0>;
camera {
location CLOC
direction 1.5*z
right x*image_width/image_height
look_at <0.0, 0.0, 0.0>
}
union { // scene
plane {y, -1}
sphere {0.0, 1}
pigment {
spherical
color_map {
[0 rgb 0]
[1 rgb 1]
}
scale 15
translate CLOC
}
finish {ambient 1}
}
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