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Jaime Vives Piqueres <jai### [at] ignorancia org> wrote:
> > My first attempt for this step used actual geometry, but too many artifacts were
> > produced, so I settled on this quick-to-parse, fast-to-render solution.
>
> Yes, could work... I myself tried something similar with the camera
> normal, but was not getting the exact lens geometry I wanted (my maths
> are not soooo go), so I resorted to model it by hand on Wings3D: anyhow,
> I would be using it with the mesh camera #3, so it will smooth the
> normals and get ride of any triangle artifacts.
I'm not sure I would trust meshes for this task; in fact, I'm sure I wouldn't.
I've seen too many optical artifacts produced by "smooth" meshes. No matter how
precise vertex normals are, they can never overcome the fact that a mesh is
still a mesh. A mesh representation of a smooth shape will never intersect space
the way a purely mathematical shape does.
Of course, all that doesn't account for the fact that I used a plane and not
real geometry, but I had my reasons ;)
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