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Tek wrote:
> Speaking as a programmer this sounds like rather shoddy coding! Okay I'm
> sure values near the limits of floating point numbers would cause
> problems, but the limit is around 1e38, so I'd expect it could get much
> bigger than 1e7 without any problems. Ah well, I'll just use a global
> scale in all my big scenes...
Hmm... It might have something to do with the nature of floating point
numbers - that a number's accuracy decreases as the magnitude increases
("the dot is shifted", so to say). Thus, a unit-radius sphere a billion
units away could be prone to artifacts - but what's the point of using that
small objects that far away anyway?-)
> BTW, does anyone know if there's a similar lower accuracy limit? i.e. the
> shortest distance below which two surfaces will be judged to be in the
> same place?
There seem to be several different constants to be used with different
calculations. Particularly, each object type has its own "depth_tolerance"
value for ignoring intersection points too close to the ray origin. For a
sphere it is 1e-6, but for a blob as much as 1e-2.
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