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In article <3c73e40c$1@news.povray.org>,
"John Bradshaw" <joh### [at] nospamhotmailcom> wrote:
> I'm finding with my neuron image (p.b.i. if you're curious) that I really
> wished I could use displacement mapping instead of just bump mapping. How
> hard is this to implement? I'm not asking for the pov team to do it (so
> don't start another POV 4 flame session), but wondering if someone knew of
> an algorithm and if it would be reasonable to expect that I could use it to
> pertrub my mesh (taking into consideration that I am not a hard-core
> programmer).
There is a patch that attempts it by approximating the curved rays using
short segments, I don't know how fast it is or how well it works. Look
for the "deform" patch.
There are also patches in progress for tesselation, turning objects into
meshes. A mesh is much easier to deform than most of POV's primitives,
since you can often just displace the vertices, and you can subdivide a
triangle into more triangles as necessary.
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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