On 8/9/2017 5:05 AM, clipka wrote:
> - Whatever the details of such countermeasure would be, it would
> inevitably involve looking at the true geometric surface normal.
> Unfortunately, POV-Ray currently only passes around the fake-smoothed
> surface normal and the perturbed surface normal.
i believe this explains why i'm having difficulty with my current
project (rolly sphere) ... i thought i'd stumbled upon a cure when i
used smooth vertex weights (blender) around the edges of the hole cut
outs then recalculating the normal's. it /did/ get rid of the puckering
that i was seeing around those edges for /non/ subsurface renders but i
haven't been able to scale or sample them away entirely when using (they
are diminished somewhat) subsurface.
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