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hello,
i've got my camera sitting a little ways off in the -z area, and
looking towards z positive infinity. i've put a plane out there
for a sky, plain black right now. i would expect the normal to
be coming out of the surface i'm viewing, which, in my mind,
would make the normal -z. but i notice that i only get the sky
color as black with a normal of z. its grey with a -z normal.
here's the sky code:
plane
{ z, 1000
pigment
{ color Black
}
}
the camera:
camera
{ location <1, 1.5, -6>
look_at <0, 1.3, 0>
angle 45
}
could you straighten out my thinking here, please? why isn't
the normal -z? heck, it could be argued that -z and z are
the same, since they are both perpendicular to the surface.
but if thats the case, then why do i get different results with
my render?
thank you, miker
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