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> For a disco mirror ball, I think the best thing to use would be a mesh with a
> reflective and highly specular texture in conjunction with photon mapping.
A sphere with facet normals would also be an option.
Regarding the sequins, some 2d pattern such as leopard
could be used to fake the reflective spots for objects that
support uv_mapping, e.g:
#declare T_BASE = texture {pigment {color White}}
#declare T_SEQUIN = texture {T_Gold_1A}
sphere
{
y,1
texture
{
uv_mapping
// roundish spots
leopard
scale 0.005
texture_map
{
[0.00 T_BASE]
[0.01 T_BASE]
[0.01 T_SEQUIN]
[1.00 T_SEQUIN]
}
*/
// hexagonalish (requires version 3.7)
/*
tiling 2 rotate 90 * x
turbulence 0.1
scale 0.005
texture_map
{
[0.00 T_SEQUIN]
[0.92 T_SEQUIN]
[0.92 T_BASE]
[1.00 T_BASE]
}
*/
}
}
Although these spots can reflect photons they are not flat, though.
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