|
|
Samuel Benge <stb### [at] hotmailcom> wrote:
> Without
> the limitation of _having_ to use memory-hogging triangles, you are free
> to add an incredible amount of detail to a scene using raytraced
> primitives. Isosurfaces, height_fields, etc. allow a person to
> accomplish feats that would be considered 'great' or unachievable by
> those using only mesh modelers (nurbs, surface subdivision).
High-end scanline renderers can render scenes with billions of
triangles without problems (because they have tons of memory
optimizations), and they often do it faster than POV-Ray.
Primitives in POV-Ray consume memory as well. You can't have
billions of them.
And no-one has said that scenes should be designed solely with
triangle modellers. Most of the great scenes in the HoF have models
made with high-end modellers *and* ones made from within POV-Ray.
--
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 -
|
|