Subject:
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Re: Modeling the magnifying glass in POV-Ray
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Newsgroups:
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lugnet.cad
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Date:
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Sun, 28 Feb 1999 15:32:55 GMT
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Viewed:
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1112 times
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Todd Lehman wrote:
> In lugnet.cad, lau@mail.telepac.pt (Laurentino Martins) writes:
> >
> > I think this depends how POV-Ray handles solid objects.
> > In most 3D rendering programs, what seems to be a solid glass (for
> > instants) is not more than two faces _without_ thickness and nothing
> > between them.
> > If there's nothing between then, then it cannot distort the images that
> > pass through them (like a lens do).
> > I have no idea what method POV-Ray uses...
>
> POV-Ray handles refraction correctly and can simulate distortions such as
> glass, diamond, water, plastic, etc.
This is the difference between a Renderer (like 3DS MAX) and a Raytracer (like
POV Ray). POVRay uses real Solid Geometry, where every object is held in memory
as a mathematically "pure" object, so a sphere is defined as a true sphere (via
the mathematical definition of a sphere) instead of a "mesh" that resembles a
sphere when shaded properly.
Renderers almost always simulate objects with "meshes".... collections of points
and surface normals to which textures are applied and then shaded with various
tricks to make them appear solid. This allows them to render very quickly and
on the fly, which is something that raytracers are not very good for....
however, raytracers generally look a lot better.
--Karim
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