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Alain <noe### [at] onca> wrote:
> Thanks for confirming and elaborating. I came across this because I was
> trying to use text with my ball sim code. Really wasn't working right and
> I couldn't figure out what I was doing wrong at first. Then I was thinking
> I could simply make a special case for text and reverse the normal, but
> since it's only the sides that are inverted, it won't be that simple.
A workaround (read: kludge) would be to take the intersection point and
advance it a tiny bit in the direction of the normal vector and see
with inside() whether this point is inside the text object. If it is,
then simply negate the normal vector.
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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