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Chris Huff wrote:
> > I'm going to venture a guess on shaders, but I don't actually know: does
> > it let you specify a falloff_map of sorts, like a color_map or slope_map
> > except related to brilliance and angle of incidence? I'm guessing
> > because I notice hue changes perpendicular to the light direction in
> > these renders.
>
> Shaders are just bits of code that specify how the color of the surface
> is calculated. POVMan shaders are written in a special language that is
> different than POV-Script and based on the RenderMan lanugage, it is
> basically a way to customize rendering without having to patch the
> program. The shaders are interpreted, so there is a speed penalty for
> this flexibility. And I think POVMan shaders are just special pigments,
> so you should be able to combine them with ordinary finish and normal
> features, but would normally use ambient 1 to get the unmodified result
> of the shader.
> Basically super-functions which can handle colors and vectors and have a
> different set of built-in functions, and result in a color instead of an
> index for a color_map.
So in a way I was right... :)
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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