|
|
Josh <som### [at] microsoftcom> wrote:
> A simple answer might be to make the bulb "hollow" set the texture to use
> rgbf and stick a light source in it.
Might be, but isn't.
Firstly, 'hollow' has nothing to do with lighting or anything else.
'hollow' is 100% related to media and fog. When no media nor fog is
involved, 'hollow' has absolutely no effect whatsoever on how the objects
are rendered.
(Sure, it's a completely misleading term, but it's too late to change it
to something more descriptive...)
Secondly, making the object semitransparent and putting a light source
inside can give some lighting effect, but usually not what he wanted.
Most probably what he wants is not to put a light source inside the
object but define a high ambient (1 or bigger) for the object.
If he wants the object to cast light to its surroundings then he can
put a fading light source inside and make the object shadowless.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
Post a reply to this message
|
|