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ABX <abx### [at] abxartpl> wrote:
> That's fine but please note that this is wrong group for discutting this. Your
> question is about scene source code technic _for_ POV-Ray at run-time while
> this group is about issues related to source code _of_ POV-Ray and building of
No, I intended to ask in the source-code programming group: I expected to
have to flex my C programming muscles to achieve this. Sorry I didn't
make that clear.
My question about there being no POV-Ray keyword (primitive) to support
diffraction was just to make sure I'd not missed something - like 'irid'
for 'iridescence'. I had looked pretty carefully before posting, but one
can always miss something.
> > I can't find any mention of diffraction in the POV-Ray keywords
>
> http://www.google.com/search?q=diffraction+site:povray.org
Mm. I did this before I posted. There were a couple of 'It's too
difficult/slow', but I think I'm actually trying for one of the particular
effects of diffraction, rather than real diffraction, so I may be
successful.
> > can someone confirm that it's not supported? Is anyone working on something like
this?
>
> http://runevision.com/show.asp?id=95
This is interesting, and it'll be instructive to understand how it works,
but it's too impressionistic for my purposes.
> > difference, etc), so I'm guessing I could start hacking things there and
> > mess about with photons?
>
> One can argue whether using photons is a hack or not ;-)
Heh.
I'm going to fiddle around and see how far I get - iridescence uses
light/surface angle, and I believe I should be able to make some progress
combining that with camera/surface angle. I will need to work out how to
'brush' the CD tracks eventually though - I don't plan to keep them
circular - so I'll hopefully be back for suggestions before terribly long.
Cheers,
Tim
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