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In article <slr### [at] fwi com>,
Ron Parker <ron### [at] povray org> wrote:
> It's handled correctly except for the very rare case where a ray enters
> the water object without leaving the glass object. If your surfaces are
> close enough together, that almost never happens and AA will fix it if it
> does.
You mean where it just skirts the edge of the water object where it
overlaps but doesn't touch the inner surface of the glass?
> POV keeps a list of all interiors it's inside, and when it hits another face
> that has the same interior, it removes that interior from the list. If it
> wasn't the last interior, though, the IOR doesn't change. That effectively
> makes the glass faces that are inside the water "disappear" from the point
> of view of refraction/TIR, though of course any textures will still be
> computed.
I see...I think. ;-)
Seems slightly similar to my immersion CSG, only ignoring the ior
instead of removing the entire surface, and quite a bit more general.
I'll just have to try to implement it for my own tracer, then I'll
understand it completely.
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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