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Chris Huff wrote:
> "cast_shadow"? You mean "shadowless"? Or was it "no_shadow", I can never
> remember which one is used for light_sources...
The way I remember is that no_shadow is singular but shadowless can be plural.
So no_shadow is for objects and shadowless is for lights.
> I think what you want is the "no_reflection" keyword in
> MegaPOV...standard POV doesn't have special support for this feature,
> you have to trick it by using fancy bounding.
Interesting, I never thought of that. You mean like bound it with a polygon
that from the camera's viewpoint contains the object?
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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Margus Ramst wrote:
> Specifically, bound the object with very small boxes/spheres near (or around)
> the camera, and any light_sources that you want this object to interact with.
Ah...
--
David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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David Fontaine wrote:
> > I think what you want is the "no_reflection" keyword in
> > MegaPOV...standard POV doesn't have special support for this feature,
> > you have to trick it by using fancy bounding.
>
> Interesting, I never thought of that. You mean like bound it with a polygon
> that from the camera's viewpoint contains the object?
That's right, I forgot lights...
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David Fontaine <dav### [at] faricy net> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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> Specifically, bound the object with very small boxes/spheres near (or around)
> the camera, and any light_sources that you want this object to interact with.
Interesting, so, will doing these bounding boxes hack make my object appear in
front of the camera but not in the mirror beside it?
Thanks,
Simon
--
+-------------------------+----------------------------------+
| Simon Lemieux | Website : http://www.666Mhz.net |
| Email : Sin### [at] 666Mhz net | POV-Ray, OpenGL, C++ and more... |
+-------------------------+----------------------------------+
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Simon Lemieux wrote:
>
> Hi,
> I was wondering if it was possible to tell an object to cast
> no reflection? Probably much like a "vampire effect" ;) or like the
> media_interaction or cast_shadow in lights... etc...
I think the way to do it is to give it a bounding object that surrounds
the camera viewpoint. This way the reflected rays miss the bounding
object and cause it to not appear.
object {
Vampire
bounded_by { sphere { CameraLocation,.01 } }
}
Rays from the camera will always intersect the sphere, hence the
object will directly appear; but the reflected rays will almost
certainly miss that sphere, causing the object to not appear in the
reflection.
Regards,
John
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ICQ: 46085459
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> I think the way to do it is to give it a bounding object that surrounds
> the camera viewpoint. This way the reflected rays miss the bounding
> object and cause it to not appear.
>
> object {
> Vampire
> bounded_by { sphere { CameraLocation,.01 } }
> }
>
> Rays from the camera will always intersect the sphere, hence the
> object will directly appear; but the reflected rays will almost
> certainly miss that sphere, causing the object to not appear in the
> reflection.
Very interesting!... But... it doesn't seem to work...
I tried the simplified scene with a white sphere and a mirror, the bounded_by is
set to the camera position, everything seems alright, but I see two spheres...
Do I need any other keywords in order to make this work?
Thanks,
Simon
--
+-------------------------+----------------------------------+
| Simon Lemieux | Website : http://www.666Mhz.net |
| Email : Sin### [at] 666Mhz net | POV-Ray, OpenGL, C++ and more... |
+-------------------------+----------------------------------+
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In article <3A0E1A03.3FEA6199@faricy.net>, David Fontaine
<dav### [at] faricy net> wrote:
> The way I remember is that no_shadow is singular but shadowless can be
> plural.
> So no_shadow is for objects and shadowless is for lights.
But if you have more than one light, you object has as many shadows as
you have light sources...
> Interesting, I never thought of that. You mean like bound it with a
> polygon that from the camera's viewpoint contains the object?
Bound it with a union of spheres or boxes, one around the camera and one
around each light that you want it to interact with.
--
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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In article <3A0E4D2F.367F2933@yahoo.com>, lem### [at] yahoo com wrote:
> Very interesting!... But... it doesn't seem to work...
>
> I tried the simplified scene with a white sphere and a mirror, the
> bounded_by is set to the camera position, everything seems alright,
> but I see two spheres...
>
> Do I need any other keywords in order to make this work?
Don't forget the light sources...
Hmm, you probably need to tell POV not to ignore your bounding. On the
Mac it is just a checkbox, you will probably have to put something in
your .ini file.
I think it went this way: the earliest versions of POV didn't do
automatic bounding, so it was all manual. When autobounding was added,
it sometimes did a better job than manual bounding, so an option to
override manual bounding was added. I think this option is on in your
case.
--
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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Simon Lemieux wrote:
>
> Interesting, so, will doing these bounding boxes hack make my object appear in
> front of the camera but not in the mirror beside it?
>
It should, yes.
--
Margus Ramst
Personal e-mail: mar### [at] peak edu ee
TAG (Team Assistance Group) e-mail: mar### [at] tag povray org
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> Don't forget the light sources...
> Hmm, you probably need to tell POV not to ignore your bounding. On the
> Mac it is just a checkbox, you will probably have to put something in
> your .ini file.
> I think it went this way: the earliest versions of POV didn't do
> automatic bounding, so it was all manual. When autobounding was added,
> it sometimes did a better job than manual bounding, so an option to
> override manual bounding was added. I think this option is on in your
> case.
Did it for the lights, did it for the switch, still doesn't work...
Anyway, I checked this, it shouldn't work anyway, since the very small sphere
will be seen in the other mirror...
try this:
#declare CameraLocation = <0,1,2>
camera {
location CameraLocation
look_at <0, 0, -1>
}
// no light source
plane { <0,0,1>, 0 pigment {rgb <1,1,0>} finish {reflection 1}}
sphere { <0,0,1>, 0.5 pigment {rgb 1} finish {ambient 1}
//bounded_by { sphere { CameraLocation ,.1 } }
}
----------
remove the comment before the "bounded_by" and you should get the same image, at
least that's what I got... :/ Is there something else missing?
Thanks,
Simon
--
+-------------------------+----------------------------------+
| Simon Lemieux | Website : http://www.666Mhz.net |
| Email : Sin### [at] 666Mhz net | POV-Ray, OpenGL, C++ and more... |
+-------------------------+----------------------------------+
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