clipka <ano### [at] anonymousorg> wrote:
> From what I can see in that project's documentation, it only implemented
> surface shaders, not displacement shaders.
> Support for true displacement is extremely hard to implement for
> arbitrary primitives. Probably the only reasonable way to get there is
> via tesselation, i.e. converting arbitrary geometry into meshes.
> Parallax mapping might be a reasonably good alternative for various use
Ah, that's my luck.
I have seen some macros that allow some form of surface deformation, and
then the deformations from pigment patterns I have seen folks use seem
nice, but my goal would be something altogether more powerful and more
fully fleshed out, while occurring internally instead of by macro.
Any reasonable progress in that direction I would be happy to add my
patronage to. I am a huge fan of true displacement. :)
> Progressive tracing should be easy enough to implement once the internal
> architecture has been sufficiently cleaned up. MCPov had it, and it's
> firmy on the ToDo list for UberPOV.
This is a good sign then, and perhaps due to it already being on the list
and having a source backing somewhat in place would serve to move this up
Im going to check out the other posts I missed due to nit being subbed to
this group previously, then collect what I have from those and see if we
can get some kind of rather short (less than 5 items) that are reasonable,
sizable, and that we can take and move forward on with coming up with some
first stab at with building some kind of system to go forward with.
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