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nemesis nous apporta ses lumieres en ce 2007/11/11 16:25:
> =?ISO-8859-1?Q?=22J=E9r=F4me_M=2E_Berger=22?= <jeb### [at] freefr> wrote:
>> I'd be really interested to see such a scene if you could make one,
>> but you can't (unless you use the "no_reflection" keyword of
>> course).
>
> global_settings {
>
> ambient_light 0
> radiosity { brightness 1.2 }
>
> }
>
>
>
> union {
>
> plane { y, -1 pigment { rgb 1 } finish { ambient 6 } }
>
> sphere { -x, 1 pigment { rgb x } }
>
> sphere { x, 1 pigment { rgb y } finish { reflection 1 }}
>
>
>
> translate z*5
>
> }
>
>
> I can't see a thing. Reflections or otherwise.
>
>> I have made some test scenes with pure ambient lighting
>> (neither light sources nor radiosity) and reflective materials and
>> the reflections showed just fine.
>
> yes, but you know ambient light is by itself faking a constant ambient lighting,
> don't you? That's the hidden light by which povray is tracing the scene. No
> lights, no reflection, nor image. nothing...
>
> Let there be light! :)
>
>
>
It's obvious why you don't see anything: you set "ambient_light 0" in your
global_settings, whitch effectively negate your high ambient object.
The ambient_light should ONLY be used if you want to alter the coloration of the
ambient components for the whole scene.
ambient_light is multiplied with the ambient part of every finish. Anything
multiplied by zero equals zero.
Realy, in any radiosity scene lighted by ambient object, you MUST NEVER set
ambient_light to 0.
Rerun your sample scene as follow:
#default{finish{ambient 0 diffuse 1}}
global_settings{radiosity{}}
union {
plane { y, -1 pigment { rgb 1 } finish { ambient 1 } }
sphere { -x, 1 pigment { rgb x } }
sphere { x, 1 pigment { rgb y } finish { reflection 1 }}
translate z*5
}
Now, you can see everything. I've reduced your ambient 6 to 1 to prevent
oversaturation.
--
Alain
-------------------------------------------------
Real Time, adj.:
Here and now, as opposed to fake time, which only occurs there
and then.
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