|
![](/i/fill.gif) |
> Yes, I use the cylinder/torus difference trick for other things as well.
Well, where would we be without it. Couldn't do much neoclassical
architechture without it :)
It does have it's problems, however. If you combine it with an concave
shape like on the attached image (code below), the shading looks
strange. I don't know if it is a problem with pov's shading model, or I
just have wrong expectations to how a shape like this should look, but I
don't think it looks right.
/Ib
--- code start ---
camera {
location <0, 10, -100>
angle 30
look_at <0, 10, 0 >
}
light_source { <0, 500, -250>, colour White*2}
union {
sphere { <0, 10, 0>, 10 }
difference {
cylinder { <0, 0, 0>, <0, 10, 0>, 20 }
torus { 20, 10 translate <0, 10, 0> }
}
texture { pigment { Gray50 } finish { Phong_Shiny } }
}
--- code end ---
Post a reply to this message
Attachments:
Download 'testshading.jpg' (5 KB)
Preview of image 'testshading.jpg'
![testshading.jpg](/povray.binaries.images/attachment/%3C3D844E25.6060903%40ibras.dk%3E/testshading.jpg?preview=1)
|
![](/i/fill.gif) |