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In article <3a2cca6b@news.povray.org>, Warp <war### [at] tag povray org>
wrote:
> AFAIK the sky_sphere works like if it was a sphere of radius 1 with its
> center in the source of the ray.
Actually, the pigment is calculated as if it was on a radius 1 sphere,
but sky_sphere behaves mostly like a sphere with infinite radius. Since
it isn't an object, there are some other odd things about it, like it
can't have a texture, only a pigment, doesn't have an interior, doesn't
have a surface, etc...it is just an extended "background" feature.
> A "fake" intersection point could be created from this information.
That's what I said...
> Of course if this information is used to create a normal vector and thus
> shading, the result will not be the expected.
> But why limit it anyways?
Why go through a bunch of trouble to get it to partially work, and
probably slow it down noticeably, when there is already a way to do what
you want and get correct results? Just put a big hollow sphere, a real
sphere, around the scene.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
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