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On 15-7-2012 2:03, Alain wrote:
>> Am 14.07.2012 14:12, schrieb Thomas de Groot:
>>> Next problem is to get rid of this sphere edge seen in cross section...
>>
>> ... and here your real problems begin. You'll need to somehow mimic an
>> ior gradient.
>
> Ugly cludge that can simulate an ior gradient:
> Use many shells of decreasing thickness each varying in ior by a small
> amount in the order of 0.002 or less.
> The outer shell have an ior in the order of 1.001 or maybe even less,
> then each other have a slightly larger ior.
> Each thinner shells must reside inside any previous ones. No merge as
> you need all those internal surfaces.
>
>
> Big increase in rendering time and needs a large max_trace_level.
Hmm, yes, that might work. I leave that experiment for later though, as
I want to get on with my raytracing life ;-)
Would this be something for POV-Ray 4.0?
Thomas
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