POV-Ray : Newsgroups : povray.general : Trace from a surface? Server Time
6 Nov 2024 00:28:51 EST (-0500)
  Trace from a surface? (Message 1 to 4 of 4)  
From: Greg M  Johnson
Subject: Trace from a surface?
Date: 4 Dec 2002 22:38:33
Message: <3deeca39$1@news.povray.org>
What is pov going to do if you do a trace call from a point that is exactly
on a surface--
i) always report that surface,
ii) always report the next one it hits in your specified direction,
or
iii)  give haphazard results


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From: Christopher James Huff
Subject: Re: Trace from a surface?
Date: 4 Dec 2002 23:14:58
Message: <chrishuff-CD6CFC.23115404122002@netplex.aussie.org>
In article <3deeca39$1@news.povray.org>,
 "Greg M. Johnson" <gregj:-)56590@ao:-)l.com> wrote:

> What is pov going to do if you do a trace call from a point that is exactly
> on a surface--
> i) always report that surface,
> ii) always report the next one it hits in your specified direction,
> or
> iii)  give haphazard results

D) intersections too close to the start of the ray are ignored. You 
should still be careful with it though...

-- 
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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From: Mark Wagner
Subject: Re: Trace from a surface?
Date: 4 Dec 2002 23:15:44
Message: <pan.2002.12.05.04.14.37.312521.222@gte.net>
On Wed, 04 Dec 2002 22:37:15 -0500, Greg M. Johnson quoth:

> What is pov going to do if you do a trace call from a point that is
> exactly on a surface--
> i) always report that surface,
> ii) always report the next one it hits in your specified direction, or
> iii)  give haphazard results

Depends on the surface, but in general, iii) give haphazard results

-- 
Mark


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From: Warp
Subject: Re: Trace from a surface?
Date: 6 Dec 2002 07:16:20
Message: <3df09514@news.povray.org>
Mark Wagner <mar### [at] gtenet> wrote:
> Depends on the surface, but in general, iii) give haphazard results

  If that would be true, then any surface with reflections or refractions
would look wrong.
  The reflected/refracted rays start exactly from the surface of the object.
(Internally there's an epsilon value added to the start point of the ray
to avoid problems, and I suppose that trace() works in the exact same way.)

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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