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Following scene produces an incorrect rendering with povray 3.1 (the linux
and windows version, as well as megapov). The 'f' and 't' of the pigment
are ignored in the shadow calculation; when the triangle is not inside a
mesh{}, then everything is correct.
Code follows.
- Micha Riser
// begin code
camera{
location <0,4,-4>
look_at <0,1,0>
}
light_source{<-10,50,0> color 1 }
#declare TT=texture{pigment{rgbf <1,.5,.5,0.7>}} //or 'rgbt'
mesh{
triangle{ <-1,1,-1>,<1,2,0>,<0,1.5,1> texture{TT} }
}
plane{y,0 pigment{rgb 1} }
// end code
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