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"Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote:
> 1) use a hollow sphere around your scene (or use inverse) set background to
> black
> 2) give it the required color gradient you would give a sky_sphere, but use
> a partial transparency, ambient 1, diffuse 0
> 3) put the moon and the light source (sun) outside of this sphere: the parts
> in shadow will have the same color as the local sky
> 4) if you want to use radiosity: use an interior_texture on your sphere. The
> ouside texture should be rgb 0, with transmit=1
from that I applied (inside and out) a gradient (as)"you would give a
sky_sphere"
with a transparency but apparently did not have the experience required.
with filter numbers 1 and .5, both produced a strange patern.
You may learn more figuring things out for yourself but
if you can get there alone, you wont learn a thing. In the nov2005 thread it was
asked "how did you do that"? A picture (a script) is worth a thousand words of
explanation. It is a loss to many when code is not posted.
failed attempt
sphere { <0,0,0>, 100.0
uv_mapping
material { half_moon }
rotate <0,-78,0>
rotate <0,0,-15>
translate <0,500,3000>
}
outside
/*sphere { <0,0,0>, 2000.0
pigment {
gradient y
color_map {
[0.0 rgbf <0.6,0.7,1.0,1>]
[1 rgbf <0.4,0.5,0.8,1>]
}
}
finish { ambient 1 diffuse 0 }
} */
sphere { <0,0,0>, 2000.0
interior_texture {
// ior 1.5
pigment {
gradient y
color_map {
[0.0 rgbf <0.6,0.7,1.0,1>]
[1 rgbf <0.4,0.5,0.8,1>]
}
}
finish { ambient 1 diffuse 0 }
}
texture {
pigment {
rgb 0
transmit 1
}
//finish { ambient 1 diffuse 0 }
}
}
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