I'd thought about this a long time ago when I was writing my proximity pattern
code: programs like Meshlab can colour polygons based on lots of functions,
including ambient occlusion.
What What POV is missing (as far as I'm aware) is the ability to extract the
colour of a polygon and use it as a pigment. If I have a model that has each
polygon with a grayscale value based on something like AO, I'd like to be able
to use that gray value in a pigment_pattern to drive POV's more sophisticated
pigment code (grime in crevices, damage on exposed edges etc).
Does that make sense? Have I explained it clearly?
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