POV-Ray : Newsgroups : povray.general : displacement mapping : Re: displacement mapping Server Time: 9 Jan 2009 09:41:23 GMT
  Re: displacement mapping  
From: Christopher James Huff
Date: 21 Feb 2002 02:09:11
In article <3c73e40c$1@news.povray.org>,
 "John Bradshaw" <johnkbradshaw [at] nospamhotmailcom> wrote:

> I'm finding with my neuron image (p.b.i. if you're curious) that I really
> wished I could use displacement mapping instead of just bump mapping. How
> hard is this to implement? I'm not asking for the pov team to do it (so
> don't start another POV 4 flame session), but wondering if someone knew of
> an algorithm and if it would be reasonable to expect that I could use it to
> pertrub my mesh (taking into consideration that I am not a hard-core
> programmer).

There is a patch that attempts it by approximating the curved rays using 
short segments, I don't know how fast it is or how well it works. Look 
for the "deform" patch.

There are also patches in progress for tesselation, turning objects into 
meshes. A mesh is much easier to deform than most of POV's primitives, 
since you can often just displace the vertices, and you can subdivide a 
triangle into more triangles as necessary.

-- 
Christopher James Huff <chrishuff [at] maccom>
POV-Ray TAG e-mail: chris.huff [at] tagpovrayorg
TAG web site: http://tag.povray.org/


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