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Vahur Krouverk wrote:
>
> j/k! Heh, I guess You didn't believed it anyway!
> Of course not displacement mapping, this is just example of
> hypertextures (basically it is raymarching over sphere volume in order
> to calculate normal and density). Shader is adapted from ARM ("Advanced
> RenderMan", shaders from this book are available at
> http://www.bmrt.org/arman/materials.html ), rendering time was around 5
> minutes on 350 Mhz Pentium (I tried to render it with self-shadowing,
> but it took too long, perhaps later).
> Of course such shader is quite expensive in terms of time and for now it
> has no practical use (isosurfaces are probably faster), but perhaps in
> future, when computing power of Cray is on each table, it will be more
> used.
>
I have not much idea how the shape looks like, because it appears very 'cloudy',
but those shaders seem an interesting thing. How do they work combined with
regular pov-stuff ?
Christoph
--
Christoph Hormann <chr### [at] gmx de>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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