|
|
Chris H., thanks for the macro. I hadn't thought about doing that.
I'm finding I don't understand the concept of area_light very well, and
I was wondering if someone could clarify it for me? Looking at page 222
of the official documentation, I read that the syntax is:
light_source { <location>, COLOR area_light <Axis_1>, <Axis_2>, Size_1,
Size_2 [adaptive ADAPTIVE] [jitter JITTER] [LIGHT_MODIFIERS] }
What I don't understand is the axis_1 and axis_2. The descriptive
paragraph just above the syntax says that an area light is a one or
two-dimensional area of space.
Therefore, one possible interpretation of this syntax would be that the
area starts at the location of the light_source, and extends in one
direction until the limit set by the axis_1, then again starts at the
location, and extends in a second direction until it hits the limit set
by axis_2, forming between them the two sides we need to know to form a rectangle.
A second possible interpretation of this syntax is that it should be
specified in the same way as a box, with more than one plane location
specified in the vector arguments, and the area_light filling the area
between the two points.
Which is the correct interpretation?
If it is the first one, how do you use this with the looks_like
argument? You'd get half of your cylinder, for instance, lit... or even
a quarter of it, depending on how the object is displayed around the
<location> argument.
I know that I'm probably making this more difficult than it ought to be,
but I just don't understand.
As an afterthought, can anyone suggest a good texture for simulating leather?
Thanks in advance.
Dawn, the confused.
Post a reply to this message
|
|