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>
> I first thought of a light_group {} with object and light_source in it,
> but the wall still blocks the light.
You almost had it: Light_group of object and light_source, ALONG WITH no_shadow
for the wall.
Here's a small test scene, with two cameras to test that it works, and an extra
front-light to show that the sphere object still casts its own shadow on the
wall.
------------
#version 3.71;
global_settings{assumed_gamma 1.0 max_trace_level 5}
camera {
perspective
location <.5, .5, -5>
look_at <.5, .5, 0>
right x*image_width/image_height
angle 67
}
/*
camera {
perspective
location <30, 30, -5>
look_at <.5, .5, 0>
right x*image_width/image_height
angle 80
}
*/
// wall behind object
box{0,1
no_shadow
translate <-.5,-.5,0>
scale 30*<1,1,.1>
pigment{rgb .7}
translate 1.5*z
}
light_group{
light_source {
0*x
color rgb <1,1,1>
looks_like{sphere{0,1 pigment{srgb <1,.5,0>}finish{emission 1}}}
translate <-15, 15, 20>
}
// object
sphere{0,1
pigment{rgb <0,1,0>}finish{ambient .05 emission 0 diffuse .8}
}
}
// extra DIRECTION POINTER between light and object
cylinder{<-15, 15, 20>,<0,0,0> .1
no_shadow
pigment{rgb <0,.5,1>}finish{emission 1}
}
// extra front-light for object and wall
light_source {
0*x
color rgb .4
translate <20, 5, -20>
}
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