POV-Ray : Newsgroups : povray.newusers : Sharp edges to illumination : Re: Sharp edges to illumination Server Time
5 Sep 2024 18:19:12 EDT (-0400)
  Re: Sharp edges to illumination  
From: Thomas White
Date: 25 Oct 2000 16:37:16
Message: <39f7447c@news.povray.org>
"Bob H."
<per### [at] aolcom?subject=PoV-News:%20&body=Relating%20to%20POV-Ray:>
wrote in message news:39f613cd$1@news.povray.org...
> "Thomas White" <her### [at] removebtinternetcom> wrote in message
> news:39f608de@news.povray.org...
> I see now what you were actually trying to find out about is why a texture
> normal causes the sharp shadow/light boundary on a object.  That I don't
know,
> I simply live with the fact.  But, I think you are seeing the faked high
parts
> mostly and perhaps the low parts in the normal aren't as obvious, leaving
some
> places with a expected terminator (shadow line) and not other parts.  The
> surfaces finish makes a difference in how it appears as well, so if a
highlight
> is on there (esp. with second, third lights) it's all the more
noticeable... or
> unnoticeable.  Depends.
> Anyway, it comes down to the same general thing I first said.  The faked
high
> spots aren't really higher up than their surroundings and thus only a
> undisturbed shadow line shows up.
> Once again, MegaPOV can do actual surface perturbations so maybe you'll
want to
> try it.  Check out isosurface and pigment function (pigment pattern equals
any
> normal pattern of the same type).

Thanks.  I've downloaded MegaPov 0.6 and I'm now getting acquainted with it.

Thomas


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