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Tor Olav Kristensen <tor### [at] onlineno> wrote:
> Shay, there are several possible ways to calculate
> such a normal. It all depends on the application.
I think that the idea is to get smooth lighting. The normal at X must
be exactly the normal that POV-Ray would calculate if B and C were just
one triangle.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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