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I think I know what you want to do. Only thing I could come up with in a
texture-only sort of way:
/* nonaffect of light on a planes pigment diffusion */
#declare Norm=1;
camera {
location <0,2,-4>
right x*image_width/image_height
look_at y
}
light_source {
<0,1000,0>, 1
rotate <-60,0,-60> // rotation off y
}
plane {
y, 0
pigment {rgb 1}
#if (Norm)
normal {gradient y 1 // matching light position (axis)
ramp_wave
scale 1000000 // sufficiently large scale to cover area
rotate <-60,0,-60> // matching light rotation
}
#end
finish {ambient 0.1 diffuse 0.6}
}
sphere {
y,1
pigment {
color rgb 1
}
}
This effectively sets up a normal that gives a uniformity to the light
shining on the plane. This was a quick attempt at it and so I don't know if
it'll work out well under other circumstances. It might need elaboration of
the idea.
My first thought was you needed a light_group but thought that to get both
shadow and non-diffusing together could prove difficult or impossible.
However, I didn't even try to find out so maybe that's another way.
bob h
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