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Kari Kivisalo <ray### [at] engineercom> wrote:
: camera{}plane{y,-10pigment{checker rgb 0 rgb 1}finish{ambient 1}rotate -30}
The problem with this kind of scene is that the farther away we go to
the "horizon", the more checkers will fit inside a single pixel. This means
that the farther away we go, the more samples we would need. When we are far
enough, no amount of samples is enough.
For pigments there's one trick that can be used: trilinearly-filtered
mipmapping. However, this has two problems:
1. I don't know how mipmaping could be implemented in *procedural* textures
(without taking exorbitant amounts of memory and without losing details).
2. It works only for the texture of one object. If the checkers were
actual objects (eg. boxes or whatever), this trick won't work.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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