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Am 14.01.2013 19:28, schrieb Woody:
> Wouldn't there be a way though to program the ray so that, given that the ray
> has intersected an surface with transparency turned on, but not yet hit a
> surface transparency turned off, it would be able calculate which pigment would
> occurr at each point of calucation in between based on the supplied UV values?
While that /is/ indeed possible with scattering media (by using extreme
density values), there is one big problem: You can only simulate diffuse
surfaces with this. No specular or phong highlights.
My recommendation to you would be to use an isosurface, based on a
pigment function, which in turn is based on an image pattern with
use_alpha and bicubic interpolation.
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