POV-Ray : Newsgroups : povray.beta-test : POV-Ray Voodoo: Media and Texture Maps : Re: POV-Ray Voodoo: Media and Texture Maps Server Time
7 Jul 2024 05:45:10 EDT (-0400)
  Re: POV-Ray Voodoo: Media and Texture Maps  
From: clipka
Date: 17 Jul 2009 08:35:00
Message: <web.4a606f80ae4510e5a4aed1130@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
>   The fact that averaged textures send rays for each of the textures is
> "abused" for the blurred reflection trick.

I'm not talking about the number of media tests on *reflected* rays (or
refracted rays, for that matter).

I'm talking about the media between the *observer* and the (complex) texture in
question. It's even *there* that media is computed multiple times.

Pray tell, that doesn't sound like it's needed for blurred reflections (or
anything else), or am I missing something here?


Imagine this: You're rendering a shot with both scattering media and blurred
reflection, achieved by averaging, say, 50 differently-pertubed textures.

That means media will be computed *50* times over for the space in between the
camera and the blurred mirror. (Not to speak of the 2500 times for the space in
between that blurred mirror and any other blurred mirror...)

Yuck. If scattering media spells "sloow", with how many "o" does *this* spell!

Changing this, to do media computations only after having computed the true,
real, full, all-encompassing effective texture of an object, blurred-reflection
users will be among those on the winner side for sure.


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