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>
> [...]
>
> But I am looking rather for a solution that keeps the distinction
> between modeling and texturing. E.g modeling the bricks of a wall
> and then tossing in some dust, making it bumpy or rough here and
> there and the like.
In short: this won't be possible. Trying to make real geometric
displacement in a raytracer without a mathematically consistent method
will produce rubbish. There are methods to generate displacement mapped
meshes with high resolution 'on the fly' without storing the whole mesh in
memory, but this won't have any advantages speed-wise.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 06 Feb. 2002 _____./\/^>_*_<^\/\.______
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