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I decided to give the current IRTC round a miss (I'm not good with nature
settings outside of Bryce) and play around with the POV-Ray code instead.
My goal was to allow mathmatic surface distortions of non isosurface objects
(aim low, I always say :). I ended up going the other way around, making an
object function that takes any object and makes it look like it's defined
mathematically for use in an isosurface, which you can then distort the
usual way. An example is thus:
#declare fn_my_box=
function{
object{
Povray_Logo
}
}
The problem is, it's rather slow and I'd like some suggestions on how to
optimize it.
If you're interested in seeing sample images and a brief explanation of how
it works (how else can you offer optimization suggestions?) please follow
this rather obtuse link:
http://www.angelfire.com/weird2/gonk/povray/TwilightPOV/TW.html
Thanks!
- Jeff M. Thomas
jef### [at] twilightfair com
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