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"buke9" <buk### [at] iglou com> wrote:
> Any ideas ?
One possibility is to use the "double_illuminate" keyword in MegaPOV; for
this to work the lamp shade should usually have a single surface (i.e. no
interior volume in the shade object).
The other possibility is to use scattering media in the lamp shade object.
For this to work, the lamp shade *must* have an interior volume (it can't be
an infinitely thin shell). This can be fairly slow, and difficult to get
right, but gives the most realistic effect IMO.
An example scene demonstrating the second method can be seen in a post of
mine in povray.binaries.scene-files, dated 25 Apr 2000 and titled "Lamp
shade source"
--
Margus Ramst
Personal e-mail: mar### [at] peak edu ee
TAG (Team Assistance Group) e-mail: mar### [at] tag povray org
Home page http://www.hot.ee/margusrt
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