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Ron Parker <ron### [at] povray org> wrote:
: clipped_by{plane{z,0}}
Doh! Didn't think of that. Shame on me! :)
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Ken <tyl### [at] pacbell net> wrote:
: Everybody around here whines about how important it is to use proper
: indenting yet look at that mess! When I do it people critisie me. When
: you guys do it in your sigs it is all of a sudden ok. Talk about double
: standards!
That's exactly what "obfuscated" means: The opposite of what you should
write usually. :)
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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"Warp" <war### [at] tag povray org> wrote in message news:3bea5bc1@news.povray.org...
>
> That's exactly what "obfuscated" means: The opposite of what you should
> write usually. :)
>
I thought that was (: .yllausu etirw dluohs uoy tahw, the opposite of obfuscated
is detacsufbo surely?
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"Tom Melly" <tom### [at] tomandlu co uk> wrote in message
news:3beaa19b$1@news.povray.org...
> "Warp" <war### [at] tag povray org> wrote in message news:3bea5bc1@news.povray.org...
> >
> > That's exactly what "obfuscated" means: The opposite of what you should
> > write usually. :)
> >
>
> I thought that was (: .yllausu etirw dluohs uoy tahw, the opposite of
obfuscated
> is detacsufbo surely?
>
I don't think so. It looks like you've got it backwards.
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"Ron Parker" <ron### [at] povray org> wrote...
> On Wed, 07 Nov 2001 23:23:35 +0200, Peter Popov wrote:
> > How so? Lens flares usually originate from light sources.
>
> True, but since the path is ES*L, it is sufficient to give the light
source a
> looks_like that has sufficient brightness to survive multiple reflections.
> Photons are only useful when the path is ES*DS*L.
>
> To get some of the more interesting flares requires blurred reflection
and/or
> refraction, and perhaps a touch of dispersion. Slow, slow, slow.
Or you can use a bit of phong (and/or specular) highlighting to get the
reflection of the light_source to show up. Over a year ago tried this with
a bit of dispersion and it worked great, though the renders were SO SLOW!
-Nathan
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