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Am 15.07.2012 09:15, schrieb Thomas de Groot:
> 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?
I'm not sure whether a dedicated feature would be able to significantly
reduce that render time.
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