POV-Ray : Newsgroups : povray.newusers : Sharp edges to illumination : Re: Sharp edges to illumination Server Time
5 Sep 2024 12:15:23 EDT (-0400)
  Re: Sharp edges to illumination  
From: Thomas White
Date: 24 Oct 2000 18:10:38
Message: <39f608de@news.povray.org>
"Bob H."
<per### [at] aolcom?subject=PoV-News:%20&body=Relating%20to%20POV-Ray:>
wrote in message news:39f6060c@news.povray.org...
> "Thomas White" <her### [at] removebtinternetcom> wrote in message
> news:39f5fce1@news.povray.org...
> Common misconception about what a texture normal is versus a surface
> displacement (of which only MegaPOV is currently capable of in any way
> whatsoever).
> The texture doesn't perturb or affect the physical surface at all, much
the
> same thing would be seen if you painted a ball in such a way so as to make
it
> appear to deform from a perfect sphere with shading and the like.  Lights
shone
> upon it would show the same thing as in a POV-Ray render, it's all a trick
of
> illumination and shading.  POV-Ray won't flex the surface to fit a
texture,
> quite the opposite could be said (not empirically however).

I've noticed that bumpiness isn't affecting the overall shape of the sphere,
but I can definately see a sharp edge to the illumination that isn't there
when the bumpiness is commented out.  When I reduce to just one light source
it's made even more clear.

Apologies if I'm just digging myself further into a newbie-pit here but I
don't understand where the sharp edge is coming from.

Thomas


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