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"Mike Williams" <nos### [at] econym demon co uk> wrote in message
news:PxD### [at] econym demon co uk...
> Wasn't it Przemek Loesch who wrote:
> >
> >Is this what I am talking about really so strange and hard to understand? Or
> >my English is so bed?
> >We have "shadowless" keyword in Povray. The idea is to make this feature
> >work in a smooth way from 0-1. That's all.
>
> Do you mean like placing a normal light and a shadowless light at the
> same location, adjusting the brightness of each light and keeping the
> sum of their brightness constant?
>
> Consider this, and try different values of Shadow_Darkness:
>
>
> camera {location <0,5,-10> look_at <0,-1,0> angle 30}
>
> #declare Shadow_Darkness=0.5;
> light_source {<-30, 100, 0> colour rgb 1*Shadow_Darkness}
> light_source {<-30, 100, 0> colour rgb 1*(1-Shadow_Darkness) shadowless}
>
> plane {y,-2 pigment {rgb 1}}
> sphere {0,1 pigment {rgb 1}}
>
>
> This even works for values greater than 1.0 (really dark shadows even on
> high-ambient surfaces) and values less than 0.0 (bright anti-shadows).
This will not work as expected, since shadowless light_sources don't create
specular highlights.
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
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