POV-Ray : Newsgroups : povray.binaries.images : calculating normal vector FH : Re: calculating normal vector FH Server Time
4 Nov 2024 17:37:39 EST (-0500)
  Re: calculating normal vector FH  
From: Tim Attwood
Date: 27 Sep 2008 19:12:54
Message: <48debdf6@news.povray.org>
> Theory is fine, but understand it and unite with the existing code is a
> different story.
>
> I've been trying other methods to "calculate" the normal, like using the 
> same
> points of the original object with a differente radius, but it generates
> artifacts as this picture shows.
>
> I wonder if even getting correctly calculate the normal vector could it 
> apply to
> other kinds of objects like the surface of Klein post <a
> href:"http://news.povray.org/web.488a15af4a3fd4ff2380a740%40news.povray.org">
> here</a>.
>
> http://news.povray.org/web.488a15af4a3fd4ff2380a740%40news.povray.org
>
> I suppose you know what I mean, the normals should be to reverse as the 
> surface
> is folded in on itself generating more artifacts like these. Or not?

Triangles are still rendered as triangles, the normal is used to
make the highlights act different. The solution to this sort of
thing is to either use more triangles, or switch to isosurfaces.


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