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Am 21.12.2011 19:40, schrieb waggy:
> Any chance of adding a "curvature" pattern? (A central difference of the slope
> from two parallel rays should do it.) This pattern might also help those who
> like to dirty up their crevices and polish down their edges.
If you want a true curvature pattern in the strict sense, that might
well be feasible simply by computing the curvature from the mathematical
parameters of the respective geometric primitive. But I doubt whether
that's what you really want, as it would color your worlds on a
per-primitive basis (in the case of meshes that would even be a
per-triangle basis), meaning that crevices and edges created by CSG
would look boring.
As for the idea of comparing the slope computed from two parallel rays,
that doesn't seem feasible to me, as POV-Ray evaluates each ray
separately (you'd need more than two rays BTW). There are other
approaches to achieve the desired effect though (usually referred to as
"proximity patterns") - some based on ambient occlusion algorithms
(sampling the distance to nearby surfaces), others based on "blurred
object patterns" - that seem much more promising.
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