Thanks for the info. I have used that filter many times, and I will take a
look at what you describe.
When light is cast against a 3D mesh, how that light diffuses over the
surface can also be affected by whether the ray caster is using "vector
normals", or "face normals", and other things. So, triangle size might just
be part of the problem.
On Tue, Jan 25, 2011 at 9:56 PM, Bill Skaggs <weska...@gmail.com> wrote:
> On Tue, Jan 25, 2011 at 12:35 AM, Stephen Greenwalt <
> stephengreenw...@gmail.com> wrote:
>> Where can I help? Here's an ultra-short overview of my background: ...
> Here's one suggestion that you could probably work on immediately, and
> would prepare
> you to work on other things if you are interested. Gimp has a plug-in
> called Lighting Effects
> that simulates the results of shining lights on 3D-deformed images. It is
> pretty fancy and
> sometimes gives neat results, but the rendering procedure it uses doesn't
> work as well as it
> could, because the triangles that it decomposes the surface into are too
> small -- you get a
> lot of faceting effects that a better algorithm would avoid. Plug-ins are
> more or less freestanding
> code, so it ought to be possible to improve the rendering without a huge
> investment of time in
> learning the whole architecture of Gimp -- but you would learn a
> substantial amount about the
> architecture as a side-effect of working on it.
> -- Bill
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