EXCELLENT!
Thanks for that link - it helps me solve a perforated mesh problem in another
WIP.
Still having problems understanding my current code error (other than some
errors of haste unrelated to the why-I-haz-no-hole? problem).
I like the systematic progression that demonstrates the cumulative effect of
each CSG operation. I've noticed that even if you "put a light source in a
closed box" - that the camera can't even see, it has a significant effect on the
render time, since POV-ray has no way of knowing that those camera-light_source
ray paths don't enter the scene. I wish there were a clever way to fix / solve
/ work-around THAT problem...
"Proximity lights" - that only get rendered when the camera is within a certain
set distance of the light source...
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