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pleriche nous illumina en ce 2008-10-13 08:04 -->
> I have a scene containing various metal pipes, which I want to make into an
> animation by moving the camera around the scene. (See
> http://www.blueskylark.org/anim/cross4.wmv ) I have a couple of spotlights
> which cast nice shadows, but I also want to model the reflections of the lights
> on the shiny pipes ( texture { pigment { P_Brass4 } finish { F_MetalD } } ),
> which should give bright spots moving along the pipes as the points at which
> the angles of incidence and reflection change.
>
> A light source, being invisible, doesn't show up as a reflection. I then thought
> of phong, but even phong 1 doesn't produce a noticeable effect, perhaps because
> of the small diameter of the pipes. I then tried putting white disks behind the
> spotlights, with additional very bright spotlights shining just on the disks.
> This produced the required effect, but from some angles, the disks themselves
> are visible, which I don't want.
>
> Any ideas?
>
> Regards - Philip
>
>
I like the way it loops.
With phong, use a smaller value for phong_size to make the highlight broader.
If, instead, you use specular, a larger roughness value will broaden the highlight.
Instead of using additional spots to illuminate your disks, give them a high
ambient value, like ambient 10 or more.
You can replace those disks with spheres located around the lights with the
looks_like feature. In fact, you can model the whole spotlights that way if you
want to.
Adding "no_image" render an object invisible by direct view, but visible in
reflections.
--
Alain
-------------------------------------------------
If at first you don’t succeed, try again. Then quit. No use being a damn fool
about it.
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