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Interesting to know. Thanks guys.
Bob
Ron Parker <par### [at] fwi com> wrote in message
news:37e8d66e@news.povray.org...
> On Wed, 22 Sep 1999 11:26:54 +0300, Peter Popov wrote:
> >On Tue, 21 Sep 1999 20:16:01 -0500, "Bob Hughes" <inv### [at] aol com>
> >wrote:
> >
> >>Think I'd use a gradient z pigment instead. I have one RDS
(random
> >>dot stereogram, not RayDreamStudio) program here that accepts the
> >>depth info in Bmp images which I suppose might be simple color
> >>shifting, not sure. I need to dust it off and give it a try.
> >>
> >>Bob
> >
> >A linear gradient will give a very inaccurate result in points not
> >directly in front of the camera. I sometimes use a spherical
pigment.
> >The problem is that it's hard to get its scale right, especially if
> >you have a ground plane, but for indoor or single object scenes it
is
> >the best choice.
>
> When I wrote my patch I originally wrote it to take the length of
> the eye ray (analogous to a spherical gradient) but it seemed to
> warp the resulting scene. When I switched to a linear gradient
> (length of eye ray dotted with camera direction vector) it flattened
> out.
>
> Another thing that can help, if your SIRDS program supports it (I
> have one that does) is to use hf_gray_16.
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