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Leonardo wrote:
>Well... I've seen one animation of a heat wave in this newsgroup. The main
>problem is that, in my case, the effect of the variable refraction is not
>covered in all the camera viewing area. This
>means that a box or a plane with a disturbed normal just won't work
Ah, you're worried about seeing the "sharp edges" of the refracting object?
>I'm wondering if I can simplify the scene, speed up the rendering and
>decrease memory, all at once by changing POV's source code, and doing an
>alternative method of "refraction". This method would not follow any
>physical law, but it would change the direction of the ray by evaluating
>some noise at the intersection point. So, the ray direction will be changed
>when it passes through the object, making it look "refracted".
I'm not sure that the refraction calculation is slow compared to calling a
noise function.
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