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Hello,
I mentioned this idea recently as a side-note to an image posting
(http://news.povray.org/povray.binaries.images/thread/%3Cweb.4cf3d937758d7bd8966554e20%40news.povray.org%3E/),
but I've thought about it some more and I'm wondering if it would be a good idea
to make an official feature request at the bug tracking website.
Here's the idea: Generalize the light_group concept into a group of scene
elements that only affect each other in terms of reflections, radiosity, etc. -
essentially a mini-scene within the scene. Allow these groups to be nested.
Currently, the light_group, no_shadow, no_reflection, and no_radiosity tags
provide a great deal of functionality, but this may be a more flexible method to
achieve additional effects. I have no idea how easy or difficult this may be to
implement, I'm just wondering what others think.
Any comments?
Regards,
Dave Blandston
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I'd like to add that with this concept one could significantly optimize the
render time for certain scenes as well!
"Dave Blandston" <nomail@nomail> wrote:
> Hello,
>
> I mentioned this idea recently as a side-note to an image posting
>
(http://news.povray.org/povray.binaries.images/thread/%3Cweb.4cf3d937758d7bd8966554e20%40news.povray.org%3E/),
> but I've thought about it some more and I'm wondering if it would be a good idea
> to make an official feature request at the bug tracking website.
>
> Here's the idea: Generalize the light_group concept into a group of scene
> elements that only affect each other in terms of reflections, radiosity, etc. -
> essentially a mini-scene within the scene. Allow these groups to be nested.
>
> Currently, the light_group, no_shadow, no_reflection, and no_radiosity tags
> provide a great deal of functionality, but this may be a more flexible method to
> achieve additional effects. I have no idea how easy or difficult this may be to
> implement, I'm just wondering what others think.
>
> Any comments?
>
> Regards,
> Dave Blandston
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Am 14.12.2010 00:19, schrieb Roman Reiner:
> I'd like to add that with this concept one could significantly optimize the
> render time for certain scenes as well!
That would depend upon the implementation.
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