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"Penelope20k" <pen### [at] caramailfr> wrote in message
news:451bac6f$1@news.povray.org...
> if you need a light source which dont cast shadows ..you must use an
> ambient_light, or reajust your assumed_gamma ...
imho that makes no sense...
if you need a lightsource that doesn't cast shadows, you need to add
"shadowless" to your light_source
oh, and gonzo: if your texture has an ambient of 1 and still looks dark,
then either your pigment is dark or your global ambient light is set too
low (just leave that at 1, no need to change it)
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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