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Here's what I think must be Bruce's, changed a little.
// begin scene code
#declare Spot=no; // yes for spotlights, no for cylinder lights
#version 3.5;
global_settings
{
photons
{
spacing 0.01
}
}
// reflected lights
// when using spots, the results are what I expect,
// 3 distinct lit areas on the left
// when using cylinder, photons from all three
// lights accumulate at one area
#macro spot_or_cylinder()
#if (Spot=yes)
spotlight radius 1 falloff 1.5 tightness 10 // parallel
#else
cylinder radius 1 falloff 1.5 tightness 10 // parallel
#end
#end
light_source
{
0,
color blue 3
spot_or_cylinder()
point_at z
photons { reflection on refraction on }
translate <0.5, 0.25, -3>
}
light_source
{
0,
color green 3
spot_or_cylinder()
point_at z
photons { reflection on refraction on }
translate <0.5, 0.5, -3>
}
light_source
{
0,
color red 3
spot_or_cylinder()
point_at z
photons { reflection on refraction on }
translate <0.5, 0.75, -3>
}
// reflecting box
box
{
0, 1
texture
{
pigment { color rgb .5 }
finish { reflection {.6,.9} }
}
rotate y*45
photons
{
target
reflection on
refraction off
collect off
}
}
// refracting box
box
{
0, 1
texture
{
pigment { color rgbf .999 }
finish { diffuse 0 }
}
interior {
ior 1.5
}
rotate y*45
translate -.1
photons
{
target
reflection on
refraction on
collect off
}
}
// plain box
box
{
0, 1.5
texture
{
pigment { color rgb 1 }
}
rotate y*225
photons
{
target
reflection off
refraction off
collect on
}
}
camera { location <0,1,-3> look_at <0,0,0> }
light_source
{
<-3,4,-5> color rgb 1
photons { reflection off refraction off }
}
plane { y,0 texture { pigment { checker rgb 0, rgb 1 } } }
// end scene code
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