Pabs wrote:
> Simple
> 1 Start with any old image
> 2 Image map it onto a plane
> 3 Place the camera looking straight at the plane
> 4 Place a couple of objects in the camera's fov (in my case 2
> semi-transparent spheres with the image bump mapped & one with it image
> mapped )
> 5 Render
> 6 Rinse, Lather, Repeat.
So keep doing this process on the output - but how do you get that
complexity? Outside of the transparent spheres it'd all be the same each
time...
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
"The derivative of sin(2x) is cos(2x)" -Matt Giwer
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