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clipka <ano### [at] anonymous org> wrote:
> I'm rather surprised that you do get transparency at the sides of the
> door; are you using object geometry for this?
>
> The door image does have an alpha channel, but that channel is not used
> at all: Each and every pixel is fully opaque. There's nothing POV-Ray
> can do about that.
>
> So whatever you did to try and create a partially transparent image, it
> doesn't seem to work.
This is my pov
background {
color rgb < 0.60, 0.70, 0.95 >
}
camera {
location <0, 15, -60>
direction <0, 2, 1>
right x*1.33
look_at <0,15,0>
}
light_source {
<0,28,0> // position of a coner of the light plane
rgb<1.0,1.0,1.0>
area_light <3, 0, 0>, <0, 3, 0>, 2, 2 // light plane's edges; m by n bulbs
adaptive 1 // if on, some rays will not be traced
jitter // randomization of bulb's positions, emulating fuzzy shadow edges
}
object {
mesh2{
vertex_vectors{
5
<-500, 0, 30>, < 500, 0, 30>,<500, 500, 30>, < -500,
500, 30> , < 0, 250, 30>
}
uv_vectors{
5
<-25.0, -25.0>,< 25.0, -25.0> , < 25.0, 25.0>,
<-25.0, 25.0>, <0.0, 0.0>
}
face_indices{
4,
<0,1,4>, <1,2,4>,<2,3,4>, <3,0,4>
}
uv_indices{
4,
<0,1,4>, <1,2,4>,<2,3,4>, <3,0,4>
}
}
texture{
pigment{
uv_mapping
image_map { png "DHKX0221.png" map_type 0 interpolate 2 }
}
finish {
specular 0.3
roughness 0.01
}
}
}
How can I modify it for use the channel.
Thank you!
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