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First you need to wrap your pigment in the box statement with a pigment{}
wrapper. Otherwise you get a warning message and a black box because the
way you have it specified POV-Ray is ignoring it. Once you correct this
problem you still have a problem with the location of your light source.
You spotlight tightness makes a fairly small point by the time it reaches
the box and it is rotated away from the camera side of the box. Try the
code below for a starting point and work from there.
#include "colors.inc"
camera {
location <5,0,0>
look_at <0,0,0>
}
// create a point "spotlight" (cylindrical directed) light source
light_source
{
0*x // light's position (translated below)
color rgb <1,1,1> // light's color
spotlight // this kind of light source
cylinder // this variation
translate <40, 0, 0> // <x y z> position of light
point_at <0, 0, 0> // direction of spotlight
radius 5 // hotspot (inner, in degrees)
tightness 50 // tightness of falloff (1...100) lower is softer,
higher is tighter
falloff 8 // intensity falloff radius (outer, in degrees)
}
// create a box that extends between the 2 specified points
box
{
<-1, -1, -1> // one corner position <X1 Y1 Z1>
< 1, 1, 1> // other corner position <X2 Y2 Z2>
pigment{color White}
}
--
Ken Tyler
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