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> I'd say you should use an object controlled post process and model the
> windows anyway. Actually, a simple transparent box at each window
That's how I used to do it: modelling the windows... But that was way too
slow!
> position would work, you wouldn't have to model anything, just make a
> "signal object" in the right places to tell the post_process filter to
> work.
Maybe, but what about more complex shapes?
Example: let's say I'm trying to model the birth of a planet. A planet with
parts of it still hot and glowing, and parts of cold stone. I would use a
pattern so I can easily give the glowing parts a different texture. With
per-object post-processing, I really don't know how I should do this...
> A texture controlled filter wouldn't be cheap in memory, and if it
> allows "blending" of filters, it would really eat memory and be
> difficult to code.
But if it doesn't allow blending, I don't see why it would need more memory
than per-object based PP...? One extra bit per pixel: post-process this
pixel or not. Same as per-object PP.
ZK
http://www.povplace.be.tf
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