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If you need all the intersections, wouldn't that slow down rendering
of meshes?
If I'm not mistaken, POV-Ray searches for the closest intersection
with a mesh in a smart way (using the octree subdivision of the mesh),
skipping most of the intersection tests (even for those triangles which
the ray would intersect if there weren't triangles in front of them).
If you need all the intersections, POV-Ray could not skip testing
those triangles it already knows are behind the closest found.
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plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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