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I got the patterned light sources working, partly working anyway. The
syntax is:
light_source {POSITION
pigment {...}
or
color ...
map_type 0
}
Either a plain color or a pigment can be used. The map_type keyword
controls how the pigment is calculated, 1, 2, and 3 will be spherical
and cylinderical, where the distance the light has travelled is used for
the z distance. 0 will be "straight mapping", where the pigment is
evaluated at each point without any warping or displacement.
I think it will work with photon mapping, I am not sure though. And the
depth-dependant features don't work yet, so the really interesting
experiments with photon mapping aren't possible. Also, the pigment is
not transformed along with the light source. I think it should be, but I
admit I haven't thought of it much.
I will upload an image to .binaries.images soon.
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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