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Shooting form the hip here but,
The Sky sphere is calculated for any ray the doesn't intersect anything
else. and while Im not sure of this I think it is a camera effect (i.e. the
sky will be the same regardless of camera location)
A "real" Sphere has a surface which calculus will tell appears flat at a
suitably large scale. in otherwords what you have done is to make the sky
a very high flat plain. try shrinking the sky and see if it doesn't look
better.
JFMILLER
"Tom York" <tom### [at] compsocmanacuk> wrote in message
news:web.3d6202799e8fd800541c87100@news.povray.org...
> I have three pigments applied to a sky_sphere in conventional fashion.
Now,
> I'd like to replace the sky_sphere with a sphere (suitably scaled), and
> apply the three pigments to that. I've done this, converting the three
> pigments to textures with
>
> #declare Layer1P = pigment { ... }
> #declare Layer2P = pigment { ... }
> #declare Layer3P = pigment { ... }
>
> #declare Layer1T = texture {
> pigment { Layer1P }
> finish { ambient 1 diffuse 0 }
> }
>
> #declare Layer2T = texture {
> pigment { Layer2P }
> finish { ambient 1 diffuse 0 }
> }
>
> #declare Layer3T = texture {
> pigment { Layer3P }
> finish { ambient 1 diffuse 0 }
> }
>
> and then applying Layer1T...Layer3T to the sphere using
>
> sphere {
> <0, 0, 0>,
> 1
>
> hollow
>
> texture { Layer1T }
> texture { Layer2T }
> texture { Layer3T }
>
> scale 100000
> }
>
> The problem is that this does not produce a background that looks like the
> sky_sphere with its three pigments (Layer1P...Layer3P). I can see all
three
> layers in both cases, but the image contrast in the sky_sphere version is
> far better than for the layered texture sphere version - the sphere
version
> looks very "flat" by comparison. Some layers use filter, transmit or both
> in the pigment. How can I make the sphere version look like the sky_sphere
> version?
>
> Thanks,
>
> Tom
>
>
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