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Well, I think, that image has some interesting atmosphere. I like it.
Outside a hot, bright day, but being inside (maybe after some swimming) in
the cool shadow. I really like your creation, Ricky.
Sven
"triple_r" <nomail@nomail> schrieb im Newsbeitrag
news:web.47fd8a6d74f49bc3ae42298f0@news.povray.org...
> With such nice results going around I wanted to give this a try. Here's
> the
> image along with the full (!) implementation. Feel free to laugh; just
> don't
> say it doesn't work. In short, it's just a modification for diffuse
> reflection--so I hope you aren't too attached to color or specular
> reflection.
>
> - Ricky
>
>
> From lighting.cpp (line 2736):
>
> e3[X]= 0.798698855654525; //<--chosen with random number
> e3[Y]=-0.402578539654782; //generator. Guaranteed to be
> e3[Z]=-0.974274249331249; //random every time. (#221) ;-)
> VCross(e2,Jitter_Normal,e3); //set up a surface-normal
> VNormalize(e3,e2); //coord system at the point
> VCross(e2,Jitter_Normal,e3); //of interest.
> r1=sqrt(drand48()); //project the unit disc onto the
> th=2.0*M_PI*drand48(); //unit sphere to get the proper
> x1=r1*cos(th); //distribution of diffusely
> x2=r1*sin(th); //reflected random rays
> y1=sqrt(1.0-r1*r1);
> VLinComb3(New_Ray.Direction, x1, e2, x2, e3, y3, Jitter_Normal);
>
>
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