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On 8/20/2015 7:15 PM, Alain wrote:
> Quick and dirty: Use a large disk for your ground. In some cases, this
> may be good enough.
>
> Use a large flattened sephere. This can prevent, or at least reduce,
> some problems with large scale differences between objects.
>
> Use an actual sphere of the appropriate radius translated down by it's
> radius so that the area of interest can be centered around the origin.
> In this case, having milimetric scalled objects in your scene can cause
> some problems: the ground could disapears or have holes, or some small
> objects can go missing, get shifted around or have serious shading isues.
>
> Hard core: Compile your version using tripple or quadruple precision FP
> numbers. Reduce the epsilon value accordingly to the increased
> presision, and very probably have the render time sky rocket.
>
>
> Alain
Can you think of a good equation to calculate how big the disc needs to
be? (Maybe overkill.)
Mike
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