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Am 05.01.2015 um 06:31 schrieb Anthony D. Baye:
> What I'd like to see is the internal boundaries between transparent and opaque
> parts of the texture.
>
> The way I imagine this happening is that, as you trace along a ray, you sample
> the texture continuously at intervals, until you hit an opaque pixel, or the
> blended result of your previous samples is "reasonably opaque".
>
> this method could even account for things like flaws or air pockets in a
> transparent material without having to resort to a csg object or isosurface.
The way you imagine this happening is /exactly/ how isosurfaces work.
Except that isosurfaces take functions rather than patterns, but this
minor difference is easily solved by wrapping the patterns in "pattern
functions".
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