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An idea off the top of my head, if you rendered your scene with a
black/white gradient texture, to create a depth map, the depth map could
easily be used to locate edges with a post process. Those edges could then
either be directly applied to the scene, rendered with high ambient
textures, or converted to cylinder/sphere line structures and placed in
front of the camera to be rendered along with a high ambient scene.
Perhaps this process could be duplicated entirely in pov code using some of
those crazy trace features. A high pass filter could then be programmed
into the depth values array, and then threshold applied, vectors sussed
out, and then, as parsing completes, cylinder structures placed in the
proper place.
A bit of a complicated solution, but it could work.
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