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Ray distance tolerance
Posted: Wed May 11, 2005 8:03 pm
by Mihai
If all the threads about glass-water dilemma are too long to read through, in short:
It would be great if we could tell Maxwell a distance limit, and two poly faces within that limit should be considered as lying one on top of the other, with no space, or "air" between them.
The posts with more details:
http://www.maxwellrender.com/forum/view ... 5&start=30
Posted: Wed May 11, 2005 9:51 pm
by tom
I second!
Yeah, I want this till 9th of March

And no doubt it was the first time this TOLERANCE idea comes around.
http://www.maxwellrender.com/forum/view ... e&start=15
Posted: Wed May 11, 2005 10:04 pm
by Mihai
Yes, I know, but mine has a better name

Posted: Wed May 11, 2005 10:06 pm
by tom
tolerance

yes yes... tolarance

no no tolerance... hmmm tolarance...
Posted: Wed May 11, 2005 10:09 pm
by Mihai
no no.....it's "Ray Distance Tolerance", or lets please the acronym freaks and say RDT.
Btw, I already patented it.
Posted: Wed May 11, 2005 10:12 pm
by tom
you selfish! ..heheh

no i patented it first... it's TTT ... Tom's Tolerance Trick

Posted: Thu May 12, 2005 8:25 am
by Aldaryn
I second this wish.
Isnt its hard to say TTT? 3T maybe?

Posted: Fri May 13, 2005 8:21 pm
by hdesbois
I second this too, but it would be great if we have also correct handling of refraction through coplanar polygons.
Sorry to post such an ugly pic, but :

this is how coplanar dielectric polygons (normals facing oposite ways) render now. Liquid inside is suposed to be wine.
HD
Posted: Fri May 13, 2005 10:15 pm
by tom

wow a magic render!
Posted: Sat May 14, 2005 11:28 am
by Aldaryn
hdesbois wrote:I second this too, but it would be great if we have also correct handling of refraction through coplanar polygons.
If youve got a TTT,

it'll deal with this coplanar issue automatically also. Coplanar polygons are always within any threshold.
A.
Posted: Sat May 14, 2005 12:23 pm
by Kabe
Regarding the coplanar surfaces: This would be handled by the RDT as well. Unfortunately I don't know of a single implementation of RDT in any software renderer, which points to a problem that's hard to solve. Coplanar surfaces are quite bad anyway...
IMO it would be perfectly sufficient to supports NDs lower 1, because then a liquid overlapping the glas renders just fine.
Kane