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In article <mat### [at] netplexaussieorg>,
Matthew Pace <mat### [at] lycoscom> wrote:
> > First question:
> > You are actually asking for the normal of an object at v1: use trace()
> > to shoot a ray at v1 and get the normal (your v2) at this point.
> > (look for trace at "6.1.4.6 Vector Functions")
>
> Ah, I have heard of good reviews of trace(), I shall check it out and
> see what it can do for me. I did not know, however, that a normal was
> simply the way the reflection, although I guess it makes sense.
The normal is perpendicular to the surface, which is what I suppose you
meant by "opposite" to the surface. It isn't the direction of a
reflection, though it bisects the direction the incoming ray comes from
and the direction the reflected ray goes.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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