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Trevor G Quayle nous apporta ses lumieres en ce 14/07/2006 09:37:
> media{//light scattering
> method 3
This is the default, you don't need to force it
> samples 50,100
Only the first value is used, the 100 is completely ignored.
> jitter 0.5
> scattering{4,rgb <0.74118, 0.71765, 0.41961>}
> density{
> bozo
> color_map {
> [0.0 rgb 1/100]
> [1.0 rgb 1/200]
> }
> scale 1/2
> }
> }
> }
> }
>
>
> //faked caustics
> #local PIMAGE = function {pigment{image_map {sys "Caus.bmp" interpolate
> 2}rotate x*90 scale 10}}
> plane{y 0 pigment{function{PIMAGE(x,y,z).gray} colour_map{[0 rgbt 0][1 rgbt
> 2]}} translate y*8.141 hollow no_image no_reflection}
>
> //END
For this, you can use the caustics keyword in your interior. Way faster than using
photons, only
dependent on normals/shape, independent from distance, only affect area inside the
"shadow" area, no
reflection caustics.
Perfect in your case.
>
> -tgq
>
>
--
Alain
-------------------------------------------------
Judaism: Why does this shit always happen to us?
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