POV-Ray : Newsgroups : povray.general : Idea regarding crevice grime : Re: Idea regarding crevice grime Server Time
29 Jul 2024 14:25:54 EDT (-0400)
  Re: Idea regarding crevice grime  
From: stbenge
Date: 12 Mar 2011 14:13:12
Message: <4d7bc5c8@news.povray.org>
On 3/11/2011 11:54 PM, clipka wrote:
> Am 11.03.2011 00:50, schrieb stbenge:
>
>> IME, the best (not to mention the most accessible) way to do this is to
>> use a proximity pattern, which is basically just an object pigment
>> blurred in 3D space. The advantage of using proximity patterns is that
>> you can obtain *outside*edge* data as well as inside edge data.
>>
>> Any other AO-like ray tracing/casting method would require some new
>> routines to be added into POV's rendering core... but I could be wrong.
>> (anything can be done if you're willing to wait through a long render)
>
> Trevor's idea was actually the path I followed with my earlier attempt
> at a proximity pattern. Code-wise it was not much of a change, as
> radiosity already has everything that's needed, even including some
> optimization. However, it could not do outside edges, and the approach
> also didn't allow for choosing only a subset of objects to affect the
> pattern - it would always use the complete scene.

Wasn't there also an issue with how radiosity precaches samples on a 
screen-level basis, which was in turn causing the prox pattern to give 
different results depending on the camera location/screen size/etc.?

> My next attempt would probably be based on the "blurred object"
> approach; syntax-wise it might even be a simple extension to the object
> pattern. But don't hold your breath.

I won't, but I am wondering how you plan to approach the problem...

Sam


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