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This program has probably been discussed before but I haven't
found any information on it. The basic problem is that when I have an
object with both a normal applied and reflection turned on I get
strange, ugly artifacts. Well, I'll include the source so you can see
for yourself. I'm using v3.02 for Win 95.
#include "colors.inc"
#declare theta=2*pi*clock
camera{
location 3
look_at 0
}
light_source{
<5*sin(theta),5,5*cos(theta)>
color White
spotlight
radius 15
falloff 70
tightness 50
point_at 0
}
sphere{
0,1
texture{
pigment{color Yellow}
finish{
reflection 1
specular.8
roughness .006
}
normal{
bumps .6
scale .3
}
}
}
plane{
y,-1
texture{
pigment{
checker color Red, color Blue
}
}
}
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Nick Bray wrote:
>
> This program has probably been discussed before but I haven't
> found any information on it. The basic problem is that when I have an
> object with both a normal applied and reflection turned on I get
> strange, ugly artifacts.
Wierd. It seems to me to be some sort of self-reflection
due to problems with the normal calculation applied to
rays of near-grazing incidence.
It seems to be eliminated by using ambient 0 diffuse 0 --
a perfectly reflecting surface is what you want, right?
Dan
P.S. A more direct way to rotate the light is to put
a "rotate" statement in the light rather than explicit
sin and cos calculations.... it comes down to preference,
I suppose.
--
http://www.flash.net/~djconnel/
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Nick Bray wrote:
> This program has probably been discussed before but I haven't
> found any information on it. The basic problem is that when I have an
> object with both a normal applied and reflection turned on I get
> strange, ugly artifacts. Well, I'll include the source so you can see
> for yourself. I'm using v3.02 for Win 95.
>
I played around with your scene for a little while and I think what you
are seeing is not an artifact, but rather the normal is giving you what your
asking it to do. With the single light source, a high degree of reflection, and
few if any other objects in the scene to be reflected in the surface finish, you
are seeng the true perturbance function of the normal.
I did notice that changing the bumps statement to a dents statement with the
same value and scale produced a pretty good perturbed surface without the
"artifacts" your seeing.
K.Tyler
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