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"Christian Froeschlin" <chr### [at] chrfrde> wrote in message
news:49d515eb$1@news.povray.org...
> clipka wrote:
>
>> If I'm asked, there should be a separate "emission" parameter, with the
>> whole
>> "ambient" mechanism turned off in radiosity scenes.
>
> that sounds like the correct solution. Although by default,
> ambient probably needs to remain emissive as well for backward
> compatibility. Radiosity scenes using "emission" can then set
> ambient_light to 0 without losing their light sources.
how about making the default value for emission the same as the
ambient-value?
Also, I don't think emission should have any meaning when not used with
radiosity.
So, finish {ambient 1 diffuse 0} results in an unshaded emissive texture,
finish {ambient 0 diffuse 1 emission 1} results in a texture that looks like
finish {ambient 0 diffuse 1} but for radiosity-calculations acts like finish
{ambient 1 diffuse 1} does now. And finish {ambient 1 diffuse 0 emission 0}
results in a texture that looks unshaded and emissive, but doesn't emit any
light in a radiosity-scene.
It might not be realistic to have a normally shaded object to emit light,
but this way is IMHO the most versatile way, and also the easiest to use,
because most of the time you wouldn't even have define an emission-value
(and it's completely backward-compatible).
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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