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The 6th color-element (glow) would have nothing to do with the actual
render-process. The post-processor would use it to check if it should
add the glow or not. I think this way is the most flexibel way to
implement the glowing. Per-object glowing wouldn't be interesting, I
think. Say I have a spaceship with windows. The windows would be a
texture, but I would still want them to glow. So for the lit windows
I would use something like:
rgb 1 glow 1
This method gives no problem with mirrors, because the glow_amount (or
whatever you call it) is part of the color which get reflected.
Refraction wouldn't give a problem either.
ZK
http://www.povplace.be.tf
Chris Huff wrote:
>
> In article <39173967$1@news.povray.org>, "Thorsten Froehlich"
> <tho### [at] trf de> wrote:
>
> > Hmm, and what about objects in a mirror?
>
> It depends on the filter...the most realistic way to do this seems to be
> to make a glow effect around extremely bright areas. This would work
> fine in a mirror. Otherwise, you should probably use emitting media,
> which also works in a mirror. If you use a per-object glow filter,
> reflections won't work, and neither will refracted portions.
> How could this be done without a post_process filter, and without media?
> They seem to be the only solutions, and they work pretty well...maybe
> some more stuff from POV-AFX could be added, though.
> Do you really think adding a "glow" component to colors is the best way
> to do it?
>
> --
> Christopher James Huff - Personal e-mail: chr### [at] yahoo com
> TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
> Personal Web page: http://chrishuff.dhs.org/
> TAG Web page: http://tag.povray.org/
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