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Chris Huff wrote:
>
> In article <bCW1OIjrykoVBR6nY5iI6VMKZ3UL@4ax.com>, Peter Popov
> <pet### [at] usa net> wrote:
> > : chop pieces off with bounding
> >
> > If a bounding object is smaller than what it bounds, the results are
> > unpredictable. I think a more logical behaviour would be the one seen
> > in isosurfaces, i.e. the bounding object should restrict the bounded
> > object, exposing the intersection surface and texture. Of course, it
> > would still bound the object for ray-shape intersection tests.
>
> This might be a good idea. On the other hand, it would reinforce the bad
> habit of using bounded_by as a kind of CSG...(remember that with some
> settings POV can override this statement and use it's own bounding)
No no no... bounding has nothing to do with CSG and should'nt be
confused with it.
>
> Patterned light_source's: Have the ability to apply a patterned
> color_map to a light source, with the option to use ray direction and
> depth instead of point position.(which would kind of simulate light
> coming through a colored, transparent sphere surrounding the light
> source, but with depth)
> light_source {blah, blah
> PATTERN
> color_map {...}
> use_depth_for_z on/off
> }
>
> If the "use_depth_for_z"(somebody please come up with a better keyword!)
> feature is turned on, the angles of the initial emission from the light
> source will be used for the x and y axis, and the distance the ray has
> travelled for the z axis. This should make things like interference
> patterns possible.(I wonder what this would look like combined with
> scattering media and photons!)
Interesting, but I think it should be done the same as sky_sphere
i.e. the colour comes from the intersection of the ray and a unit
sphere.
>
> --
> Chris Huff
> e-mail: chr### [at] yahoo com
> Web page: http://chrishuff.dhs.org/
PoD.
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