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> On 29/09/2010 17:19, Le_Forgeron wrote:
>> You might use the quick_color (with a different value for each object)
>> along with a quality of 0 or 1. ( +Q0 on command line/option)
>>
>> http://www.povray.org/documentation/view/3.6.1/223/
>> http://www.povray.org/documentation/view/3.6.1/338/
>>
>> How you generate the unique id and then encode it as a color is up to you.
>
> FWIW I'd be interested in seeing if anyone would like to try using the new
> mesh camera to sub-divide a scene into voxel-like blocks and use that to
> get a 3d map. The quick color approach still ought to work provided you set
> ambient high enough. Using distribution method 2 along with a max distance
> of<= the slice spacing would probably be the best approach (giving a very
> wide output image with multiple slices of the scene), combined with a
> single planar mesh instantiated multiple times at the locations that you
> want to generate the slices.
>
> -- Chris
If you use +q0 you don't have to bother with setting ambient or any
other finish options. That setting only use full ambient, no reflection,
no light/shadow computation, no highlight and no normals.
Alain
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