POV-Ray : Newsgroups : povray.binaries.images : bump-mapped SSLT : Re: bump-mapped SSLT Server Time
30 Jul 2024 02:14:52 EDT (-0400)
  Re: bump-mapped SSLT  
From: Mr
Date: 18 Jan 2013 09:05:01
Message: <web.50f9563073a335b5ed29e82f0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:

> I'm afraid I don't know what you're /not/ seeing there. The spheres
> obviously don't look perfectly smooth, do they?

I guess it's the particular shader or lighting context, then: it just looked to
me as if the bright part with SSS was like media rather than a surface finish,
as if specularity was interrupted in that area. Then again it's probably
accurate, sorry. I have a few more question that I hope can be related:

-will this solve the problem of bright edges with SSLT giving characters a
wireframed edge? (maybe by allowing SSLT to really consider smooth a meshe's
edge when its normals are specified as such)

-Will the modifications allow to do some UVmapped tangeant normal perturbations?
(maybe using the slope map with a syntax to say that channels RGB corresponds to
XYZ/UVW)


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