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"news.povray.org" wrote:
> [...]
> the obvious thing is that the crackles aren't lit by the environment
> by radiosity, but only by the sunlight ...
>
- use 'normal on' in the radiosity block.
- it's always better to use real surface distortion (isosurface) instead
of normal. Of course it's much slower.
> the second thing, (I'm not sure about this) is that there is this edge
> on the sphere, that makes it seem, to be a mirror...
> In the lower half the sphere is brighter, than the upper half. It's
> from the radiosity, reflecting the groundfog-brightness ...
> But I didn't expect such a sharp edge ... Maybe I'm wrong ...
>
> except these things it looks quite beautiful .. (I'think)
> Because it's short, I've attached the source here ...
>
Some things that should be changed:
- use finish { ambient 0 } for the sphere
- recursion_limit 3 is really unnecessary for such a simple scene. 1 or
maybe 2 is perfectly sufficient. This also avoids the sharp blue/white
boundary.
Christoph
--
Christoph Hormann <chr### [at] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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