All,
Is it possible to emulate volume rendering by 'stretching' the mesh of a model in line with the camera clip value of a camera?
For example, if you can imagine a camera on the moon with a narrow camera clip set eg. a quarter inside the earth and the camera was to freely rotate around the earth, would it be possible to interactively vary the camera clip distance whilst simultaneously 'orbiting' the object (earth) and have the polygons of the object 'stretched' so that the inside looked solid from any angle and depth (I hope this makes sense)?
In other words, if I was to create a very narrow camera clip, put the camera in front of a (surface rendered) sphere and slowly move the camera clip range inside the sphere, can I create the illusion of a flat surface just in front of the camera so the object I am inside appears solid?
cheers, Shawnus
Is it possible to emulate volume rendering by 'stretching' the mesh of a model in line with the camera clip value of a camera?
For example, if you can imagine a camera on the moon with a narrow camera clip set eg. a quarter inside the earth and the camera was to freely rotate around the earth, would it be possible to interactively vary the camera clip distance whilst simultaneously 'orbiting' the object (earth) and have the polygons of the object 'stretched' so that the inside looked solid from any angle and depth (I hope this makes sense)?
In other words, if I was to create a very narrow camera clip, put the camera in front of a (surface rendered) sphere and slowly move the camera clip range inside the sphere, can I create the illusion of a flat surface just in front of the camera so the object I am inside appears solid?
cheers, Shawnus