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Hello,
An idea popped into my head about implementing a simple toon shader in
POV-Ray (actually, just outlining the object in the scene with a black
outline).
What I was trying to do was the same thing scanline renderers do when trying
to fake this effect - take an object, translate the vertices along the
normals a bit, then apply a black diffuse- and specularless texture to it.
This makes only the interior (or backside) of the object visible and
transparent while looking at it square-on.
So I thought I'd write up a simple scene, containing an outlined sphere,
using something like this:
[...]
sphere {0, 1
texture {pigment {color red 1}}
}
sphere {0, 1.05
texture {pigment {color rgbt 1}}
interior_texture {pigment {color rgb 0}}
no_shadow
}
[...]
Intiutively, this means that the front side of the outer hull would be
totally transparent while the interior would be completely black. The only
problem is, when i added a pure white background, the radiosity calculation
skipped the whole of the inner sphere when calculating ambient lighting -
resulting in the very same rendering as without radiosity.
Anyone know how to modify the textures in this scene to make radiosity work?
I tried raising the recursion_limit, but i guess it only handles reflections
and doesn't take transmitted rays into account.
Thanks,
-Klemen
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