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Sascha Ledinsky wrote:
>>
>> Why would you want to do this if it is a mesh anyway and you could
>> displace the mesh (any mesh, not just patches)?
>
>
>
> Here is an example image of a renderman displacement shader applied to a
> sphere: [...]
Renderman is using scanline rendering techniques, this has nothing to do
here. And there of course is no self shadowing in the image you used as
example.
> Back to your question:
> I'd agree if we're talking about very-high-resolution triangle meshes
> only. Displacing the vertices has the same effect as applying a
> "displacement shader". But I disagree as far as NURBS, other patch
> meshes, or parametric surfaces in general are concerned (currently POV
> supports bicubic bezier patches only, and that not very well).
> Displacing just the controlpoints of a NURBS mesh has certainly not the
> desired effect!
I'd suggest you reread what i wrote. This remark shows you have
completely misunderstood it.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
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