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Wasn't it Coridon Henshaw who wrote:
>3) Object lighting is calculated incorrectly when mapping warps are used in
>normals and the object is rotated. This behavior does not appear to be
>specified in the documentation.
>
>Example scene:
>
>sphere {<0,0,0>, 1 pigment {rgb 0.5}
> normal
> {
> bozo
> scale <2.0/pi,0.5/pi,1 >*0.025
> warp {spherical orientation z}
>
> }
> /* Render this scene without the rotate directive and compare the
> results. With rotation, the sphere is nearly black.*/
> rotate x*90
>}
>
>camera {location z*2.5 look_at 0} light_source {<0,0,1e6> rgb 1}
Confirmed
--
Mike Williams
Gentleman of Leisure
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