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Yes, I realize the diffusion factor and all (reflection <vector>), it
was the intent to see how the fading occurs for some basic pigments. I
simply used default values while testing this multiple reflection stuff.
The example remains similar concerning how rgb 0 does not fade object
reflections and rgb 1 does most, despite other finish properties.
Nieminen Mika wrote:
>
> Bob Hughes <inv### [at] aolcom> wrote:
> : Aside from the fact that the mirror pigments used (I made renders using
> : rgb 1, rgb 0.5, rgb 0, red, green, blue, yellow, magenta pigmented
> : mirrors) contribute to the mirrors colors even at reflection 1
>
> This is caused by the diffuse and ambient factors. To get a perfect
> mirror you have to set them to 0, ie:
>
> finish { reflection 1 ambient 0 diffuse 0 }
>
> The vector after the 'reflection' keyword (yes, it is a vector) is used
> to specify the color of the mirror. '1' means just '<1,1,1>' ie. white, ie.
> it reflects all color components. '<1,1,0>' would mean yellow window, ie.
> it only reflects the red and green components but not the blue one.
> Funny things can be achieved by applying values greater than 1 to the
> components...
>
> --
> main(i){char*_="BdsyFBThhHFBThhHFRz]NFTITQF|DJIFHQhhF";while(i=
> *_++)for(;i>1;printf("%s",i-70?i&1?"[]":" ":(i=0,"\n")),i/=2);} /*- Warp. -*/
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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