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On Sat, 13 Mar 2004 15:58:50 +0000, IMBJR <no### [at] spamhere> wrote:
> On Fri, 12 Mar 2004 23:18:50 -0500, "Slime" <slm### [at] slimelandcom> wrote:
>
>>> Currently, I've a cylinder of light
>>
>> Hmm, I vaguely remember other people having troubles with cylinder
>> lights
>> and photons... but I don't remember what the solutions were.
>
> LOL
>
> Cheers, that fills me with hope!
>
>>
>> - Slime
>> [ http://www.slimeland.com/ ]
>>
Hopefully you won't object to comments from a newbie, but as I've been
messing with this sort of thing I may know what's happening.
The parallel light source beam diameter seems to be controlled by the
tightness keyword, as for reflecting the light beam off a reflected
surface; it doesn't.
As they say a picture is worth a thousand words;
//code
global_settings {
photons {
count 20000
media 200
autostop 0
jitter .4
}
}
#declare LightReflector=
prism{0,6,4
<3,0>,<3,-3>,<0,-3><3,0>}
media{
scattering{1,rgb 0.01}
}
light_source{<1.5,3,50>, rgb <100,0,0> cylinder point_at<1.5,3,-10>
tightness 0.3
media_attenuation on
media_interaction on
}
camera{
location<1.5,20,-1.5>
look_at<1.5,0,-1.5>
/*location <-5,3,-1.5>
look_at <10,3,-1.5>*/
}
object{LightReflector hollow
photons{
target
reflection on
}
pigment{rgb 0.85}
finish{reflection {1.0} ambient 1 diffuse 0}
}
sphere{0,0.2 pigment{rgb 0.8} finish{ambient 0} translate <1.5,3,0.5>}
sphere{0,0.2 pigment{rgb 0.8} finish{ambient 1} translate <2,5,0.5>}
//end code
As you can see from the top view the light beam isn't reflected, but if
you switch to the other camera view the white sphere is reflected in the
prism. The only way round this I think is to point a cylinder light where
the beam should reflect.
Hope this helps
Phil
--
All thoughts and comments are my own unless otherwise stated and I am
happy to be proven wrong.
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