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In article <fptqvtsneu0nkriphm42lcghujilodf1ur@4ax.com>, pet### [at] vip bg
says...
> What you see in a pixel is the integral of the global illumination
> function along a ray through that pixel. POV does this integration
> explicitly, i.e. by sampling. It has to. MAX can do it directly. It
> all comes to simple (compared to noise3d isos :) ) calculus and linear
> algebra.
Why is this not possible with POV? Ok, I know that it wouldn't work with
things like noise3d, granite etc, but for an athmospheric media with only
a spherical or gradient density....?
Lutz-Peter
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