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Am 04.04.2018 um 15:32 schrieb 944291641:
> Thanks for you kindness, I have try to set the color of shaded leaf, but I
> failed.Could you give me a hand that how to setup the lit and the unlit in
> different color?
You could just use plain old boring standard illumination:
#declare MyTree = mesh { ... /* no textures here */ }
object {
MyTree
texture {
pigment { rgb 1 /* white */ }
finish {
ambient 0 /* shadowed areas should look pitch black */
diffuse 1 /* lit areas should look as bright as possible */
}
}
}
This would give you an image where all unlit areas are pitch black, and
all lit areas are some shade of grey (or white).
You can also use the `brilliance` mechanism to make the brightness of
the lit areas independent of the direction of illumination:
object {
MyTree
texture {
pigment { rgb 1 /* white */ }
finish {
ambient 0 /* shadowed areas should look pitch black */
diffuse 1 /* lit areas should look as bright as possible */
brilliance 0 /* incident light angle is totally irrelevant */
}
}
}
If you want to use two different colours instead of black and white, you
can achieve this as well by toying with the light source colour and
ambient; e.g. to have the shadowed areas look red and the lit areas
green, you could use:
object {
MyTree
texture {
pigment { rgb 1 /* white */ }
finish {
ambient rgb <1,0,0> /* red */
diffuse 1
brilliance 0
}
}
}
light_source {
MyLightSourcePosition
rgb <-1,1,0> /* negative red cancels the ambient on lit areas,
positive green makes them look green */
}
If you need to know which portions of the leaves are lit, even for
leaves that are not visible from the camera, you can use the mesh camera
to "bake" a texture map for the tree with the corresponding colors for
the lit and unlit areas; I'm not familiar the syntax though.
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