POV-Ray : Newsgroups : povray.general : render depth/normal map with povray? : Re: render depth/normal map with povray? Server Time
31 Jul 2024 04:18:23 EDT (-0400)
  Re: render depth/normal map with povray?  
From: Alain
Date: 16 Nov 2007 18:57:36
Message: <473e2e70$1@news.povray.org>
sirhenjo nous apporta ses lumieres en ce 2007/11/16 03:11:
> "Zeger Knaepen" <zeg### [at] povplacecom> wrote:
>> "sirhenjo" <sir### [at] hotmailcom> wrote in message
>> news:web.473cafc7fcd9bf9af721d5e80@news.povray.org...
>>> Okay, thank you all. It seems that POV-Ray is indeed capable of doing it.
>>> However, to make it really viable for me, I need some more functionality.
>>> During
>>> the raycasting I want to make some extra checks.
>>>
>>> For example, I have multiple objects in front of eachother with some space
>>> between them. Instead of writing a depth map of the scene, letting rays
>>> end
>>> whenever they hit any object, I may want to write the depth values of an
>>> complete second object.
>>>
>>> To achieve this I may need to let the ray keep till it hits the 3rd face,
>>> ignoring the first 2 faces.
>>>
>>> Is this possible at all?
>> uhm, just remove the blocking object?
>>
>> I don't get it :)
>>
>> cu!
>> --
>> #macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
>> sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
>> #end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
>> _(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com
> 
> 
> Heheh, should have said "without removing the blocking object".
> It may seem like something silly to do, but I have my reasons for this question.
> 
> 
Is it that you wand to see the object in the back trough that in the front?

-- 
Alain
-------------------------------------------------
You know you have been raytracing for too long when the animation you render 
will be finished after yourself.
Urs Holzer


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