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"Philippe Debar" <phd### [at] wanadoo be> wrote in message
news:3d353967@news.povray.org...
> #declare vObjectLoc=<.5,2,2>;
>
>
> #declare Inner_light=
> light_source{vObjectLoc color rgb <0,0,1>};
>
>
> #declare No_shadow_object=
> sphere{
> vObjectLoc, 1
> texture{pigment{color rgbt <1,0,0,0>}}
> interior_texture{pigment{rgbt 1}}
> };
>
>
> I see a red sphere (ok), casting shadows for my 3 lights, including the
> inner one (not ok) ???
Because we are of course casting vision-ray and not light-rays, so shooting
backwards from a seen object toward the inner light, the ray intersects a
surface that is opaque in that direction...
Should this be the correct behavior ? Is this a bug or a design choice ?
In any case, it is not consistent with the photons behaviour, which of
course consider the "correct" (in the physical simulation sense) surface.
See image posted in p.b.i
Povingly,
Philippe
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