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Am 01.10.2015 um 21:05 schrieb David Given:
> However, using an isosurface is, I believe, faster, and also means fewer
> moving parts to go wrong. Once I bolt on the procedural detail and start
> rendering the closeups we'll see how well it really works.
I suspect you're wrong about the performance (presuming you'd use a
custom patch to get the data into POV-Ray either way); there's a reason
why people tend to convert isosurfaces to height fields or meshes before
use.
But you're probably right that using an isosurface should make it a
piece of cake to bolt on procedurally generated surface detail. With
meshes you'd be stuck with bump maps.
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