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Daniel Dawson wrote:
>
> Well, I looked through the MegaPOV docs before and I didn't see that. But I
> can tell you pretty quickly that it is precisely *not* when I'm after. I
> already thought about such a feature and ruled it out: it merely projects
> an image onto a surface as a flat image map.
Which is exactly what any POV-Ray render does. In fact you can use the
camera_view pigment to render a scene by placing it in front of the main
camera and no one would notice the difference.
> I want surfaces that pass
> light through the way reflection and refraction do, except that instead of
> sending out a new ray from the same point on the surface, it sends out a
> new ray from a corresponding point on a *different* surface (where
> 'corresponding' is defined by some mapping).
I see your point but this is not as simple as it sounds. Raytracing
more or less relies on the rules of euclidian geometry (see
http://en.wikipedia.org/wiki/Euclidian), esp. for shadows and by
breaking this you won't get consistent result any more.
Everything that does not cause such trouble can already be done with
camera_view.
> Anyway, if there's going to be some actual development on this, would you
> agree that povray.programming is a better place to discuss it?
Absolutely not. povray.programming is for discussing aspects of the
POV-Ray source code and right now this does not have to do anything with
this.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 24 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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