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Vahur Krouverk wrote:
>
> Yes, basically it means using surface curvature (change of intersection
> point and its normal with respect to u/v changes) in shader
> calculations. Mostly it is used to filter texture (i.e. perform
> antialiasing), but u/v information could be used also for texture
> definition (i.e. texture will be calculated from u/v information).
For non-uv-mappable shapes like isosurfaces that would be similar to the
curvature pattern Chris Huff experimented with. Having curvature
information available for texturing can for sure be quite useful but
numerical calculation is quite expensive. For meshes that's not
necessary of course.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 27 Feb. 2005 _____./\/^>_*_<^\/\.______
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