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> I think the way to do it is to give it a bounding object that surrounds
> the camera viewpoint. This way the reflected rays miss the bounding
> object and cause it to not appear.
>
> object {
> Vampire
> bounded_by { sphere { CameraLocation,.01 } }
> }
>
> Rays from the camera will always intersect the sphere, hence the
> object will directly appear; but the reflected rays will almost
> certainly miss that sphere, causing the object to not appear in the
> reflection.
Very interesting!... But... it doesn't seem to work...
I tried the simplified scene with a white sphere and a mirror, the bounded_by is
set to the camera position, everything seems alright, but I see two spheres...
Do I need any other keywords in order to make this work?
Thanks,
Simon
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| Simon Lemieux | Website : http://www.666Mhz.net |
| Email : Sin### [at] 666Mhznet | POV-Ray, OpenGL, C++ and more... |
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