POV-Ray : Newsgroups : povray.tools.general : How to "roundify" objects : Re: AFAIK it should be integrated in Povray Server Time
23 Jan 2022 19:14:13 EST (-0500)
  Re: AFAIK it should be integrated in Povray  
From: Thorsten Froehlich
Date: 22 May 2015 07:35:00
Message: <web.555f1405eb5e5a7990f7f1b0@news.povray.org>
Lars Rohwedder <rok### [at] gmxde> wrote:
> > I have never found a satisfactory solution to the general rounding
> > problem. Isosurface blobs are good, but isosurfaces take so long to
> > render. Extensive macros for CSG, or hand-modelled meshes seem the
> > best value for time vs results...
>
> My rough idea:
>
> There is already a function that returns whether a vieving ray "hits"
> the surface of a given object's surface (and where it hits). I assume
> this function is used in the render core of Povray, too.
>
> So it should be possible to provide another function that returns the
> point where the distance between ray and object is 0, but where it has a
> given distance 'd'.
>
> Rendering using that function should result in "puffed-up" objects, so
> you have to shrink your objects by 'd' before (which can be done by the
> Povray core automatically, too. AFAIK)

This algorithm will fail for all rays parallel to the object surface, where the
ray does not hit the surface. A simple example where this becomes important is
an L-shaped corner where the object is the left and bottom side of the L-shape
and the ray runs parallel to the L-spahe on the upper-right quadrant. Obviously
you would want that inner corner rounded, but the surface would never be found.

Thorsten


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