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Roberto A. wrote:
>
> There are Renderman compliant renderers with raytracing support that do true
> displacement without problems (BMRT being one of them, and Pixie a more
> current example). Of course, true displacement is best used with Reyes
> renderers, since you have almost infinite precision with that particular
> algorythm.
There is no raytracer that can apply displacement to an analytically
solved shape. That's not too bad of course because all non-raytracers
can't even render those shapes. At the risk of repeating myself -
isosurfaces are as close to 'true displacement' as you can get.
> Displacement can be applied to any primitive that takes shaders on a
> Renderman compliant renderer. The original object retains the same
> geometry - it's only displaced by the shader when rendering.
This is simply wrong (see above). What the renderer you have in mind
probably does is to approximate the shape with a mesh and displace that
- this is of course much less a 'true displacement' than an isosurface.
> However, with
> isosurfaces, you have to modify the original function, thus the original
> object is modified before parsing or rendering. As David said, picky, but
> true.
No, you don't have to modify the function as ABX already pointed out:
#declare fn_Shape = function { ... }
#declare fn_Iso = IC_Displace (fn_Shape)
isosurface {
function { fn_Iso(x,y,z) }
...
}
> Both approaches have their weak and strong points. However, that doesn't
> change the fact that I'd like to apply displacement on pure primitives on
> POV,
Sorry, this will never happen, simply because it is not possible (at
least not without an approximative root solver like in the isosurface
shape).
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 2 Sep. 2003 _____./\/^>_*_<^\/\.______
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