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"Tom York" wrote in message
<web.47079017bcc3cc027d55e4a40@news.povray.org>:
> A user-definable function that accepts some information about a scene,
> object, surface or ray and returns information that the renderer then uses
> to modify the shading, illumination, any other aspect of the rendered
> image.
<snip>
Ok, thanks.
> Yes. Although the actual shader language is usually quite low-level (often
> C-like), and therefore not particularly artist-friendly, most applications
> provide a specialised visual editor. These days they are usually based on
> nodes (plug a texture node into a diffuse shading node to get a texture
> mapped diffuse surface, for example). Some systems opt to use layers, but
> it ends up being the same. The systems are very powerful indeed, much more
> powerful than my textured diffuse example.
I do not think that can be called "writing" a shader. And what you describe
seems to me quite similar to what is possible already with the numerous
pigments of POV-Ray. Isn't it?
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