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"Slime" <fak### [at] emailaddress> wrote:
> I just had to make sure that POV-Ray's lighting calculations would create
> the same colors. So I wanted
>
> dark square color * (light source color * cos(angle to light) * surface
> diffuse + surface ambient) = light square color * surface ambient
>
> To simplify this, I made the light source color 1/cos(angle to light):
>
> dark square color * (surface diffuse + surface ambient) = light square color
> * surface ambient
>
> I also required that the diffuse + ambient = 1:
>
> dark square color = light square color * surface ambient
>
> So then I was able to choose any diffuse/ambient values as long as they
> summed to 1, and as long as the dark square color was the same as the light
> square color times the ambient value.
>
> I guess I made this seem pretty complicated. in my head it was a lot
> simpler, like "If I make sure the amount of light hitting the surface is
> exactly 1, and the color of the dark square is the same as the ambient
> light, it will work."
>
> - Slime
> [ http://www.slimeland.com/ ]
That is really excellent, and it's given me a few other ideas....don't know
if they'll work.
Thanks for the picture and the analysis.
Dave Matthews
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