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Hershel Robinson <her### [at] yahoo com> wrote in message
news:3c20b707@news.povray.org...
>
> Well, yes and no. You did make the white sphere shiny, which looks
> fabulous. Due to the radiosity, however, it also now reflects the green
> sphere. When seen with the whole scene, this does not look so great,
IMHO.
>
> Is it possible to achive the shininess of the white sphere without this?
>
> Thanks,
> Hershel
>
> PS: If you'd like to see, this is the current scene in full:
>
nice scene, well all the radiosity does is make them glow a little,
what I added was: reflection {2.0 22.0} to the white sphere,
try adding no_reflection to the green spheres{1}I removed the radiosity
from this example.
Does that help?
Gary
P.s. What is it?
{1} like this:
#include "colors.inc"
#declare Width=6;
#declare LightX=27;
#declare LightZ=-30;
#declare SphiraCamera =
camera { location <0,0,-9>
look_at <0,2,0>
}
camera {SphiraCamera}
sky_sphere {
pigment{ color Black } file://rgb <1,.1,.1>}
}
// main light
/*light_source {
<LightX, 30, LightZ>
color White
}
light_source {
<LightX, 30, LightZ>
color White * .9
}*/
// end main light
#declare sphira =
sphere { <0,0,0>,1.2
no_shadow
}
// keter
object {
sphira
texture {
pigment { color rgb<.9, .9, .9> }
finish {
diffuse 0.6
ambient 0.4
phong 1
phong_size 20
reflection {
2.0
22.0
}
}
}
translate 6*y
}
// bina
object {
sphira
texture {
pigment { color rgb<0, 1.0, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <-1*Width,4>
no_reflection}
object {
sphira
texture {
pigment { color rgb<0, 1.0, 0> }
finish {
diffuse 0.6
ambient 0.2
phong 1
phong_size 60
}
}
translate <5,0,4>
no_reflection}
light_source {
0*x
color rgb 1.0
area_light
<8, 0, 0> <0, 0, 8>
4, 4
adaptive 0
jitter
circular
orient
translate <40, 80, -40>
}
/*global_settings {
radiosity {
pretrace_start 0.08
pretrace_end 0.04
count 35
nearest_count 5
error_bound 1.8
recursion_limit 3
low_error_factor .5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
}*/
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