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Dear Jing Li San
I can not explan about your question.
But your POV-Ray SDL is not correct,I think.
>background { color red 0 green 0 blue 0 }
+background { color red 1 green 1 blue 1 }
>pigment{rgbf <0, 0.0, 0.0>} // black
+pigment{rgbf <0,0,0,0>} // black & filtering
or
+pigment{rgb <0,0,0>} // black & no filtering
And no light_source{} statement.
Of cource,I know Mega POV-Ray0.7 Source well and compiling by Apple MPW MrC,
then lighting.c or lighting.cpp are very difficult to understand.
For me,I can not set optimize for compiler to lighting.c,
if I do optimize,then light of orient do not works well.
I am sorry by my poor English.
Y.Tanabe
Kobe,Japan
Jing Li wrote:
> First thanks for you pointing out my mistakes. I have read Foley's book
> "Computer Graphics Principles and Practice" and Hill's book "Computer
> Graphics using OpenGL" and will borrow the book "An Introduction to Ray
> tracing" from our library and read it.
>
> The POV scene I used to test is
> ===================================================
> global_settings { max_trace_level 5 }
> global_settings { ambient_light rgb<0.3, 0.3, 0.3> }
>
> background { color red 0 green 0 blue 0 }
> camera
> {
> location <0, 0.0, -6>
> angle 45.0
> look_at <0, 0.0, 0>
> }
> sphere
> { <0, 0, 0>, 1
> pigment{rgbf <0, 0.0, 0.0>} // black
> finish { ambient rgb<0.6, 0.6, 0.6> }
> }
> ===================================================
>
> I did define the pigment for the object, just define it black rather than
> other color on purpose. What my understanding through reading Foley's book
> and Hill's book is that the ambient light should contribute to the final
> color of the ray even though the diffuse color of the object hit by the ray
> is black.
>
> Please correct me.
>
> Thanks,
>
> Jing
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