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clipka <ano### [at] anonymousorg> wrote:
> Am 14.01.2013 19:28, schrieb Woody:
>
> > Wouldn't there be a way though to program the ray so that, given that the ray
> > has intersected an surface with transparency turned on, but not yet hit a
> > surface transparency turned off, it would be able calculate which pigment would
> > occurr at each point of calucation in between based on the supplied UV values?
>
> While that /is/ indeed possible with scattering media (by using extreme
> density values), there is one big problem: You can only simulate diffuse
> surfaces with this. No specular or phong highlights.
>
> My recommendation to you would be to use an isosurface, based on a
> pigment function, which in turn is based on an image pattern with
> use_alpha and bicubic interpolation.
I'm having a hard time creating the code. Could possibly provide a starting
point?
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