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>
> How about this, though - can you think of any other way of simulating a
> back-lit translucent surface? Think about things like an outside view of
> a tent with a lantern and some shadows of people inside it. How about
> some nice lampshades, especially if it still works with an image mapped
> onto it?
>
I agree... I've used this 'bug' once or twice in some scenes. The POV-Ray
source code reveals the cause of this phenomenon. OBJECTS.H defines a flag
called DOUBLE_ILLUMINATE, which is used in LIGHTING.C (specifically the
function 'Diffuse') to decide if an object sould have both sides illuminated by
a light source.
Both bicubic_patch and smooth_triangle objects all have this flag set. This
would lead me to believe that smooth triangles would act the same way. In
fact, I just ran a test and they did.
Instead of using your disc, try:
smooth_triangle
{
<-1, 0, -1> <0,1,0>
< 1, 0, -1> <0,1,0>
< 0, 0, 1> <0,1,0>
pigment { colour rgb<0, 1, 0> }
translate <2.2, 0, 0>
}
Also, try using a triangle, without the verex normals, and you will see that it
is not double-illuminated.
I think that this double-illumination should be an option for all objects. In
fact, I think that I'm going to try to impliment it.
-Nathan Kopp
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