POV-Ray : Newsgroups : povray.unofficial.patches : Some musings about Motion blur, per-object post-processing, and more : Re: Some musings about Motion blur, per-object post-processing, and more Server Time
1 Sep 2024 20:19:39 EDT (-0400)
  Re: Some musings about Motion blur, per-object post-processing, and more  
From: Zeger Knaepen
Date: 9 Nov 2000 07:22:38
Message: <3a0a970e@news.povray.org>
> I'd say you should use an object controlled post process and model the
> windows anyway. Actually, a simple transparent box at each window
That's how I used to do it: modelling the windows...  But that was way too
slow!

> position would work, you wouldn't have to model anything, just make a
> "signal object" in the right places to tell the post_process filter to
> work.
Maybe, but what about more complex shapes?
Example: let's say I'm trying to model the birth of a planet.  A planet with
parts of it still hot and glowing, and parts of cold stone.  I would use a
pattern so I can easily give the glowing parts a different texture.  With
per-object post-processing, I really don't know how I should do this...

> A texture controlled filter wouldn't be cheap in memory, and if it
> allows "blending" of filters, it would really eat memory and be
> difficult to code.
But if it doesn't allow blending, I don't see why it would need more memory
than per-object based PP...?  One extra bit per pixel: post-process this
pixel or not.  Same as per-object PP.

ZK
http://www.povplace.be.tf


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