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I think something was mentioned about doing specular and phong colors
recently and 'out of the blue' I remembered a trick I came up with for
doing this for a program I wrote. Take a gander at this,
#include "colors.inc"
light_source {<50, 50, -100> color White}
camera {location <0, 10, -40> look_at 0}
sphere {<0, 0, 0>, 10
texture {
pigment {color rgb <1, 1, 1>}
finish {phong 0}
}
texture {
pigment{color rgbt <1, 0, 0, 1>}
finish {phong 1 phong_size 20 metallic}
}
}
plane {y, -10
pigment {color White}
}
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