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In article <3fda2d4e@news.povray.org>, "Hugo Asm" <hua### [at] post3teledk>
wrote:
> To my knowledge there are no POV-macros available to do the job on any kind
> of mesh. It's relative easy to code one, provided you have - or can
> calculate - the surface normals.
Unfortunately, it will be quite slow on high-res meshes. And you need
the vertex locations as well as normals, of course. And it just won't
work with some meshes...think of a mesh box, for example. Displacing
each face along its normal will completely destroy the edges...you will
end up with six displaced squares roughly aligned with the sides of a
box.
> Bear in mind though, that your mesh needs to be very dense for "surface
> displacement" to look good. This needs a lot of memory - sometimes wasted
> memory, if your bitmap/pattern is not very bumpy then it will just waste
> triangles.
It is also possible to write a displacement algorithm that is smart
enough to subdivide areas with highly detailed or large amounts of
displacement.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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