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> I am new to POV-Ray and I am trying to accomplish the following. I have a
> sphere with a checkered box inside it, and I want the box to reflect
> inside
> of the sphere. I have already made a reflective sphere with checkered
> box
> and light source inside, but the checkered box does not reflect inside of
> the sphere. Any ideas on how to accomplish this?
This is almost a worst case scenario for a ray-tracer, what you
would see in real life is a funhouse hall-of-mirrors effect.
In a ray-tracer the rays come from the camera instead of the light,
and can't travel to infinity, they stop after some number of
bounces (max_trace_level).
In real life rays come from light sources, bounce around and are
absorbed/re-emited, bent an infinite number of times before eventually
reaching your eye.
I also noticed some minor glitches...
POV uses colors ranging from 0..1 even though higher numbers
are allowed they are saturated.
pigment {rgb <1,1,1>}
pigment {White}
are white.
The light source is outside of your sphere but the camera is inside,
so there is no lighting.
reflection ranges from 0 (no reflection) to 1 (100% reflection),
hollow doesn't require a parameter... in POV... the constants
on, yes, and true equate to the value 1
off, no, and false equate to the value 0
in some early versions the usage "hollow on" was
used and that usage has been maintained only for legacy
compatability.
Since your camera is inside the sphere it makes more sense
to use the inverse keyword, so that you are looking at the
front of the sphere's texture, instead of the back, though
it doesn't matter much with a simple reflective surface.
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