Thanks, Jérôme: it works like a charm. Instead tracing from random
points around the mesh, with hgpovray I can trace from points just in
front of each vertex, so I can reach places that would be inaccessible
with the classic method. Here is a test with a knot from Wings3D (I just
had to invert the mesh, as the normals seem to come inverted on the
POV-Ray export).
Now I just have to model a teddy bear with Wings3D... :)
--
jaime
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