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Am 13.03.2011 22:10, schrieb Edouard:
> I'd thought about this a long time ago when I was writing my proximity pattern
> code: programs like Meshlab can colour polygons based on lots of functions,
> including ambient occlusion.
>
> What What POV is missing (as far as I'm aware) is the ability to extract the
> colour of a polygon and use it as a pigment. If I have a model that has each
> polygon with a grayscale value based on something like AO, I'd like to be able
> to use that gray value in a pigment_pattern to drive POV's more sophisticated
> pigment code (grime in crevices, damage on exposed edges etc).
>
> Does that make sense? Have I explained it clearly?
If I understand your request correctly, that feature already exists: It
is called "mesh camera". It will still require two render passes, but
should do what you want.
Note however that this is a limited solution, as it can be used for mesh
objects only.
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