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Warp <war### [at] tagpovrayorg> wrote in news:3d7a59f0@news.povray.org
> To get environment mapping, make a sky_sphere with your map (which
> could
> be generated by rendering a scene with a spherical camera or whatever)
> as as spherical map and simply make your object reflective. If there
> are no other objects in the scene, you'll get exactly the same
> environment mapping as in scanline renderers (if there are other
> objects, they will be reflected as well, unless they have
> no_reflection defined).
no - this will work only for convex shapes like sphere, box
other shapes will reflect they selfs (and their should reflect ONLY
sky_sphere)
This, and other effects will be trivial to make in SDL if only :
- functions will be allowed to work on <x,y,z> AND <xn,yn,zn> normals
- we can load image into array and access it from function
realy nobody will like this future :) it gives so many possibilites...
> Of course the advantage of doing this is debatable.
with with argument You do not agree :
- allow to have POV scenes acting _same_ as in some other renderers
(sometimes POV is working too good - almost every other future can be
turned off, instead of this)
- it saves time (in heave reflection secenes)
- can be used in some artistics effects
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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