Mark Birch <las### [at] hotmail com> wrote:
> 1. Coincident surfaces - if you stack one box *exactly* next to the other
> then Povray won't know which surface to render. Sometimes it will render
> 'Box A' and sometimes it will render 'Box B'. This isn't a problem if the
> textures on 'Box A' & 'Box B' are exactly the same, but if they are
> different you will get random per-pixel speckling where the surfaces
> overlap. Simple solution is to leave a very small gap between the two
> objects.
This might actually not be the case with axis-oriented boxes because
the math involved is very straightforward and predictable.
It's still safer to leave the gap, though.
--
- Warp
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