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> In POVRay, if using a spotlight, the shadows are perfectly defined. We
> all know in real life this doesn't happen, due to the diffraction of
> light as it passes an interface between two media. Of course, POVRay
> deals with the particular nature of light, not the wave nature, so how
> do we get it to blur shadows according t distance from casting object
> without resorting to area lights?
area_lights?
--
#local T=text{ttf"timrom.ttf""Simon Adameit".01,0}#local Y=1;#while(Y>-1)
#local X=0;#while(X<7)#local O=trace(T<X,Y><X,Y>+z);cylinder{<X-3,Y,5>*.01
<X-3,Y,5>*.01+5e-3,5e-5pigment{rgb 25*O}}#debug chr(83-(O.x=0)*51)#local
X=X+.05;#end#debug"\n"#local Y=Y-.05;#end
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