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Shaders are widely used in game engines. They quicken the process of
shading without the accuracy of actual raytracing.
it's a major component in the ability to render 60fps instead of 1fpd.
It's completely out-of place in POV-Ray because:
1. The math is very mesh-centric
2. There are more photorealistic ways to accomplish the same thing using
radiosity, ambient, and local lighting.
I may be wrong, but how would you mathematically apply a shader to the
surface of say a blob, or an isosurface?
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