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Christopher James Huff <chr### [at] maccom> wrote:
> Any light will light a surface most brightly when its
> direction is perpendicular to the surface, parallel to the surface
> normal.
Only with diffuse lighting. Specular lighting (controlled with the
phong or specular keywords in finish) is another story. :)
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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