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There is a much better solution.
//start code
#local sp = SunPos(2013, 6, 6, 17, 0, 0, 52.206507, 0.12165);
light_source {
sp
color rgb <1,1,0.9>*(17334 * EXP)
}
#local SunRadius = vlength(sp/1000)/214.8;
sphere {sp/1000, SunRadius pigment{color rgb 1} finish{emission 1}
no_shadow}
//end code
The scene does not need the *emission* of the *visible* sphere as a
light source. It only needs the light source itself. So, the solution is
to put the sunlight at the standard SunPos position, and the *visible*
sphere and its radius at sp/1000. In addition, just make emission of the
sphere equal to 1.
See attached image.
Thomas
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![skysimtestground.png](/povray.binaries.images/attachment/%3C51c014d3%40news.povray.org%3E/skysimtestground.png?preview=1)
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