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Thanks guys,
I tried area_lighting and that still didn't give me what I wanted. I have
been taking a look around in the group and the stuff that is being done with
radiosity is really what I wanted. By the way, some of your folks are truly
inbelievable--the work in this group is impecible. Anyways, attached is a
new version of my scene with radiosity. The only problem I have with this
is the size of the specular on my spheres. How can I reduce this?
Currently, there are no light sources in the scene. If I add some
everything just becomes brighter. Any suggestions?
Thanks for all your help,
Arie
"Mike Hough" <Ama### [at] aolcom> wrote in message
news:3bc54008@news.povray.org...
> An area light is the best option for that scene but if you were to want a
> larger light source the area light shadow trick starts to break down. An
> alternative that creates more realistic soft light|shadow is radiosity,
> though it's considerably slower. Here's a short example (add +qr to the
> command line). The sky sphere serves as the light source...the light in
the
> scene is used for the specular highlight only.
>
> #include "colors.inc"
>
> global_settings{
> radiosity{
> pretrace_start 0.01
> pretrace_end 0.01
> count 100
> recursion_limit 1
> nearest_count 4
> error_bound 0.3
> brightness 1
> normal on
> }
> }
>
> sky_sphere {
> pigment {
> gradient y
> color_map {
> [0 color <.2, .3, .4>]
> [.9 color <.2, .3, .4>]
> [1 color 5*White]
> }
> scale 2
> translate -1*y
> }
> rotate -90*x
> rotate 30*x rotate 45*y
> }
>
> camera {location <1, 5, -7> look_at 1*y angle 40}
>
> light_source {<0, 0, -1000> color .0001*White
> rotate 30*x rotate 45*y
> }
>
> sphere {<0, 1, 0>, 1
> pigment {color White}
> finish {phong 100000 phong_size 120 diffuse .7}
> normal {bumps 1 scale .3}
> }
>
> plane {y, 0
> pigment {color White}
> finish {diffuse .7}
> }
>
>
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Attachments:
Download 'sphereCube.jpg' (74 KB)
Preview of image 'sphereCube.jpg'
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