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I'm trying to cast a light on a black surface such as
box{ -50, 50 scale x/500 pigment{color Black}}
light_source {
30*x, Red
projected_through { sphere{20*x, 1} }
}
but shining any light on a black surface and the light will not reflect (that is
it has not effect)
However, I want to have an effect like shining a red light on a white wall where
that light source is the only light scen. (or shining a white light on a red
surface, again the only light source in the scene.) So it will appear that the
surface is black and the light is red.
But I can't do that because I need to create a white object, such as
sphere{10*x,3 pigment{color White}}
However, in order to have that visible I would need to have an additional white
light somewhere in the scene, which would illuminate the true pigment of the
wall I'm trying to make look black.
Any ideas?
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If you want the wall to have any color when illuminated, you need it to have
a pigment besides black. If you want another object to be illuminated
without illuminating the wall, you could put it in a light_group.
- Slime
[ http://www.slimeland.com/ ]
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Woody <nomail@nomail> wrote:
> But I can't do that because I need to create a white object, such as
> sphere{10*x,3 pigment{color White}}
> However, in order to have that visible I would need to have an additional white
> light somewhere in the scene
No you don't. You just have to set finish { ambient 1 } to that sphere.
--
- Warp
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"Woody" <nomail@nomail> wrote in message
news:web.486afea135de7638f45a716c0@news.povray.org...
> I'm trying to cast a light on a black surface such as
> ...
> But I can't do that because I need to create a white object, such as
>
> sphere{10*x,3 pigment{color White}}
>
> However, in order to have that visible I would need to have an additional
> white
> light somewhere in the scene, which would illuminate the true pigment of
> the
> wall I'm trying to make look black.
>
> Any ideas?
>
A third idea is to illuminate the white object with a directional light (a
spotlight), so that each object has its own light.
For the 'black' object you could then make it white or grey with 'finish
{ambient 0}', so that only the illuminated bit showed up.
Regards,
Chris B.
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Add a normal to a black texture, then
there will be some highlights from a flat
surface...
texture {
pigment {
Gray05
}
normal {
granite
scale 0.005
}
finish {
specular 0.3
roughness 0.02
}
}
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Woody nous illumina en ce 2008-07-02 00:05 -->
> I'm trying to cast a light on a black surface such as
>
> box{ -50, 50 scale x/500 pigment{color Black}}
>
>
> light_source {
> 30*x, Red
> projected_through { sphere{20*x, 1} }
> }
>
> but shining any light on a black surface and the light will not reflect (that is
> it has not effect)
>
> However, I want to have an effect like shining a red light on a white wall where
> that light source is the only light scen. (or shining a white light on a red
> surface, again the only light source in the scene.) So it will appear that the
> surface is black and the light is red.
>
> But I can't do that because I need to create a white object, such as
>
> sphere{10*x,3 pigment{color White}}
>
> However, in order to have that visible I would need to have an additional white
> light somewhere in the scene, which would illuminate the true pigment of the
> wall I'm trying to make look black.
>
> Any ideas?
>
>
>
>
There is almost no "true" black in the real world. Replace your black with a
very dark gray, like Gray05 or rgb 0.02.
You can use a second, shadowless, light placed behind the black object or add
"no_shadow" to that wall.
You can use a very tight spotlight.
You can put your object and a light in a light_group. That light will not shine
on any object outside it's group.
--
Alain
-------------------------------------------------
At twenty years of age the will reigns; at thirty, the wit; and at forty, the
judgment.
Benjamin Franklin
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