|
|
Wasn't it Przemek Loesch who wrote:
>
>Is this what I am talking about really so strange and hard to understand? Or
>my English is so bed?
>We have "shadowless" keyword in Povray. The idea is to make this feature
>work in a smooth way from 0-1. That's all.
Do you mean like placing a normal light and a shadowless light at the
same location, adjusting the brightness of each light and keeping the
sum of their brightness constant?
Consider this, and try different values of Shadow_Darkness:
camera {location <0,5,-10> look_at <0,-1,0> angle 30}
#declare Shadow_Darkness=0.5;
light_source {<-30, 100, 0> colour rgb 1*Shadow_Darkness}
light_source {<-30, 100, 0> colour rgb 1*(1-Shadow_Darkness) shadowless}
plane {y,-2 pigment {rgb 1}}
sphere {0,1 pigment {rgb 1}}
This even works for values greater than 1.0 (really dark shadows even on
high-ambient surfaces) and values less than 0.0 (bright anti-shadows).
--
Mike Williams
Gentleman of Leisure
Post a reply to this message
|
|