>> The camera "projects" the mapping to the object: lower left corner of the
>> rendered image is uv:<0,0> on the object, upper right is uv:<1,1>
>
> I still didn't fully understand. :(
I understood it to mean texture coordinates generated from the screen
coordinates. Like a projector at the camera point projecting a texture into
the scene.
>> > > - Blurred reflection
>> > Already possible. (See eg.
>> > http://warp.povusers.org/pics/RubiksRevenge2.jpg )
>
>> Ups.. didn't know this. How is the syntax for this?
>
> There's no syntax. There's a technique to achieve it (IIRC it was first
> discovered by Ron Parker). It's describe here:
>
> http://tag.povray.org/povQandT/languageQandT.html#blurredreflection
Could be tidied up into just 1 or 2 extra paremeters inside the reflection{}
block though?
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