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"Kari Kivisalo" <ray### [at] engineercom> wrote in message
news:3BCD8123.471F482B@engineer.com...
>
> All the components must be in range 0-1 for display. If one of the
> components is already 1 and the ambient gain higher than 1 it gets
> clipped for display and this changes the color towards white.
> Internally the colors are floats so the color of the emitted light
> is still correct.
So, one should divide the pigment by the ambient value used? (Hmm, I suppose
it's unrealistic to expect to be able to blind anyone who looks directly at a
rendered image?)
With the following code, how do I get my glowing ball (!) to illuminate the
surrounding sphere? Whatever I set brightness or ambient to, it remains dark,
although the plane is lit...
#version 3.5;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
radiosity {brightness 10}
}
camera {
location <0.0, 0, -4.0>
look_at <0.0, 0.0, 0.0>
}
sphere{0, 50 inverse pigment{White} finish{ambient 0}}
plane{y, -1 pigment{White} finish{ambient 0}}
#declare myAmbient = 1
sphere {
0.0, 1
pigment {Red/myAmbient}
finish{ambient myAmbient}
}
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