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I'm currently working on a program that converts a Minecraft world into a
POV-Ray scene, and I'm having real trouble with water.
To make water blocks act like a solid object so that I don't see the sides of
each block, I take all the water blocks in the world and put them into a CSG
merge object, which in theory should make them solid. Unfortunately, it isn't
working out that way.
If each block in the merge is exactly 1 unit wide, then I get lots of odd pixels
where the water meets the land underwater. This is understandable, since the
water block edge is coincident with the land block. So as a work-around, I
tried making each water block slightly large (1.02 blocks wide), but this
creates odd seams at the surface of the water.
Example renders are at http://imgur.com/a/rCDCG
A couple notes about my scene:
- Vertical runs of the same block type are saved as a single tall box object to
reduce the number of objects in the scene.
- The hole in the world is from an optimization that stops looking for blocks
below a certain y-coordinate, again, to reduce objects.
Any ideas how to fix the coincident surface problem where the water meets land
without create a coincident surface problem at the surface of the water without
manually creating a mesh?
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