POV-Ray : Newsgroups : povray.advanced-users : INTERIOR AND REFLECTED RAYS Server Time
23 Dec 2024 08:19:53 EST (-0500)
  INTERIOR AND REFLECTED RAYS (Message 1 to 3 of 3)  
From: CRIS
Subject: INTERIOR AND REFLECTED RAYS
Date: 27 Feb 2012 14:40:01
Message: <web.4f4bdbeeba692e8395e2d36c0@news.povray.org>
Hi,i made this simple scene: a red light source through a projector(a small
prism) , a large box to define an interior and a media, and finally a mirror
(define by points of spline) and a cylinder for test the reflection. I have also
2 camera, by the ortographic camera, as you can see rendering the scene, are
visible the correct rays of light of a source light (thanks to interior inside
box) but i don't understand why i dont' see the rays of light reflected by the
mirror. While if i active the 'camera behind' you can see that the photons
reflacted on a cylinder correctly!
How can i do to show the rays of light reflected by the mirror like the rays
that hits the mirror?
I posted a code of scene.

#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#include "glass.inc"
#include "woods.inc"
#include "stones.inc"




//
global_settings {
    assumed_gamma 1
    max_trace_level 15
    photons {
        spacing 0.000025
        count 1800000
        max_trace_level 15

    }
}

// ortographic camera
camera {
orthographic
location <00.0, 110.0,30.0>
look_at <0.0, 0.0, 30.0>

       }
// camera behind
/*camera {
location <15.0, 50.0,70.0>
look_at <15.0, 10.0, 40.0>
blur_samples 50

       }   */

declare a= 1;
declare b=0.61;
declare Projector = prism   {
          linear_spline
           5, 5.004, 4,
          <0,0>, <-a,b>,<a,b>, <0,0>
         pigment {Yellow}

        }
Projector

light_source{ <0,5.002,-0.1>

        color Red  *200
        photons {refraction on reflection on}

        projected_through { Projector }

 } //end of light_source

 //box for interior
box {
        <-67, 0, -10>, //
        < 67, 10, 60> //
        hollow
       texture {pigment {color rgbf 1}}
       //texture {pigment {Blue}}

       interior {
        media {
            scattering {1, color White extinction 0}
//            emission color White*0.2
            method 3
            intervals 1 samples 4
        }
        }
        //photons {target}
    }


// cylinder for test reflection
  cylinder {
<0, 0, 30>, //
<0, 30, 30>, //
14.0 // raggio
//open //
//texture { P_Silver1 }
pigment{White}
//photons {target}


}



 #declare mirror =
  union {

    prism {
      cubic_spline
  2,
 8,
    56,
      <-48.500000, 40.500000>,
      <-48.500000, 40.500000>,
      <-46.956445, 41.531168>,
      <-45.574971, 42.461886>,
      <-44.333273, 43.305708>,
      <-43.212883, 44.073862>,
      <-42.198386, 44.775732>,
      <-41.276812, 45.419218>,
      <-40.440374, 46.008760>,
      <-39.675929, 46.552711>,
      <-38.975541, 47.055922>,
      <-38.332364, 47.522584>,
      <-37.740461, 47.956339>,
      <-37.194656, 48.360364>,
      <-36.692357, 48.735995>,
      <-36.227347, 49.087338>,
      <-35.796160, 49.416532>,
      <-35.395729, 49.725477>,
      <-35.023326, 50.015864>,
      <-34.676523, 50.289204>,
      <-34.354393, 50.545856>,
      <-34.053565, 50.788154>,
      <-33.772312, 51.017183>,
      <-33.509077, 51.233921>,
      <-33.262452, 51.439254>,
      <-33.031164, 51.633989>,
      <-32.814897, 51.818141>,
      <-32.611649, 51.993177>,
      <-32.420477, 52.159700>,
      <-32.240518, 52.318264>,
      <-32.070983, 52.469375>,
      <-31.911149, 52.613501>,
      <-31.760940, 52.750536>,
      <-31.619089, 52.881467>,
      <-31.485045, 53.006654>,
      <-31.358299, 53.126432>,
      <-31.238379, 53.241112>,
      <-31.124852, 53.350982>,
      <-31.017735, 53.455897>,
      <-30.916190, 53.556557>,
      <-30.819875, 53.653190>,
      <-30.728477, 53.746009>,
      <-30.641700, 53.835213>,
      <-30.559273, 53.920990>,
      <-30.481245, 54.003190>,
      <-30.407043, 54.082329>,
      <-30.336448, 54.158556>,
      <-30.269257, 54.232014>,
      <-30.205279, 54.302836>,
      <-30.144337, 54.371148>,
      <-30.086491, 54.436809>,
      <-30.031336, 54.500210>,
      <-29.978726, 54.561454>,
      <-29.928528, 54.620638>,
      <-48.500000, 40.500000>,
      <-29.928528, 54.620638>
    }

    //pigment {color rgb < 0, 1, 1> filter 1}
    //finish {ambient 0 diffuse 0 reflection Blue conserve_energy}

    texture {Chrome_Metal}
    finish { reflection 1  metallic 1.0 diffuse 0 conserve_energy}

    photons {
  target
  reflection on
  refraction off

 }
    }
    mirror


Post a reply to this message

From: Alain
Subject: Re: INTERIOR AND REFLECTED RAYS
Date: 27 Feb 2012 17:41:18
Message: <4f4c068e@news.povray.org>

> Hi,i made this simple scene: a red light source through a projector(a small
> prism) , a large box to define an interior and a media, and finally a mirror
> (define by points of spline) and a cylinder for test the reflection. I have also
> 2 camera, by the ortographic camera, as you can see rendering the scene, are
> visible the correct rays of light of a source light (thanks to interior inside
> box) but i don't understand why i dont' see the rays of light reflected by the
> mirror. While if i active the 'camera behind' you can see that the photons
> reflected on a cylinder correctly!
> How can i do to show the rays of light reflected by the mirror like the rays
> that hits the mirror?
> I posted a code of scene.
>
> #include "colors.inc"
> #include "textures.inc"
> #include "shapes.inc"
> #include "metals.inc"
> #include "glass.inc"
> #include "woods.inc"
> #include "stones.inc"
>
>
>
>
> //
> global_settings {
>      assumed_gamma 1
>      max_trace_level 15
>      photons {
>          spacing 0.000025
>          count 1800000
Use spacing OR count, never both.
>          max_trace_level 15
           media 1,2
Without this, there are no photons deposited in the media. Adjust the 
values as needed.
>
>      }
> }
>
> // ortographic camera
> camera {
> orthographic
> location<00.0, 110.0,30.0>
> look_at<0.0, 0.0, 30.0>
>
>         }
> // camera behind
> /*camera {
> location<15.0, 50.0,70.0>
> look_at<15.0, 10.0, 40.0>
> blur_samples 50
>
>         }   */
>
> declare a= 1;
> declare b=0.61;
> declare Projector = prism   {
>            linear_spline
>             5, 5.004, 4,
>            <0,0>,<-a,b>,<a,b>,<0,0>
>           pigment {Yellow}
>
>          }
> Projector
Not needed unless you want the projector to be visible.
A beter instanciation would be:
object{ Projector pigment {Yellow} }
and remove the pigment from the declaration.
>
> light_source{<0,5.002,-0.1>
>
>          color Red  *200
>          photons {refraction on reflection on}
>
>          projected_through { Projector }
>
>   } //end of light_source
>
>   //box for interior
> box {
>          <-67, 0, -10>, //
>          <  67, 10, 60>  //
>          hollow
>         texture {pigment {color rgbf 1}}
>         //texture {pigment {Blue}}
>
>         interior {
>          media {
>              scattering {1, color White extinction 0}
> //            emission color White*0.2
>              method 3
>              intervals 1 samples 4
>          }
>          }
>          //photons {target}
photons{pass_through}
>      }

This box need hollow. As it is now, it can't contain the media.
You may need more samples, possibly something like 100...
Remove intervals, you don't need it to set it with the default value 
that should not be changed.
photons{pass_through} is needed so that the photons actualy reatch your 
mirror.

>
>
> // cylinder for test reflection
>    cylinder {
> <0, 0, 30>, //
> <0, 30, 30>, //
> 14.0 // raggio
> //open //
> //texture { P_Silver1 }
> pigment{White}
> //photons {target}
>
>
> }
>
>
>
>   #declare mirror =
>    union {
>
>      prism {
>        cubic_spline
>    2,
>   8,
>      56,
>        <-48.500000, 40.500000>,
>        <-48.500000, 40.500000>,
>        <-46.956445, 41.531168>,
>        <-45.574971, 42.461886>,
>        <-44.333273, 43.305708>,
>        <-43.212883, 44.073862>,
>        <-42.198386, 44.775732>,
>        <-41.276812, 45.419218>,
>        <-40.440374, 46.008760>,
>        <-39.675929, 46.552711>,
>        <-38.975541, 47.055922>,
>        <-38.332364, 47.522584>,
>        <-37.740461, 47.956339>,
>        <-37.194656, 48.360364>,
>        <-36.692357, 48.735995>,
>        <-36.227347, 49.087338>,
>        <-35.796160, 49.416532>,
>        <-35.395729, 49.725477>,
>        <-35.023326, 50.015864>,
>        <-34.676523, 50.289204>,
>        <-34.354393, 50.545856>,
>        <-34.053565, 50.788154>,
>        <-33.772312, 51.017183>,
>        <-33.509077, 51.233921>,
>        <-33.262452, 51.439254>,
>        <-33.031164, 51.633989>,
>        <-32.814897, 51.818141>,
>        <-32.611649, 51.993177>,
>        <-32.420477, 52.159700>,
>        <-32.240518, 52.318264>,
>        <-32.070983, 52.469375>,
>        <-31.911149, 52.613501>,
>        <-31.760940, 52.750536>,
>        <-31.619089, 52.881467>,
>        <-31.485045, 53.006654>,
>        <-31.358299, 53.126432>,
>        <-31.238379, 53.241112>,
>        <-31.124852, 53.350982>,
>        <-31.017735, 53.455897>,
>        <-30.916190, 53.556557>,
>        <-30.819875, 53.653190>,
>        <-30.728477, 53.746009>,
>        <-30.641700, 53.835213>,
>        <-30.559273, 53.920990>,
>        <-30.481245, 54.003190>,
>        <-30.407043, 54.082329>,
>        <-30.336448, 54.158556>,
>        <-30.269257, 54.232014>,
>        <-30.205279, 54.302836>,
>        <-30.144337, 54.371148>,
>        <-30.086491, 54.436809>,
>        <-30.031336, 54.500210>,
>        <-29.978726, 54.561454>,
>        <-29.928528, 54.620638>,
>        <-48.500000, 40.500000>,
>        <-29.928528, 54.620638>
>      }
>
>      //pigment {color rgb<  0, 1, 1>  filter 1}
>      //finish {ambient 0 diffuse 0 reflection Blue conserve_energy}
>
>      texture {Chrome_Metal}
>      finish { reflection 1  metallic 1.0 diffuse 0 conserve_energy}
You don't need conserve_energy for a perfect mirror with no transparency 
at all.
>
>      photons {
>    target
>    reflection on
>    refraction off
>
>   }
>      }
>      mirror
>
>
>
>
>

Alain


Post a reply to this message

From: CRIS
Subject: Re: INTERIOR AND REFLECTED RAYS
Date: 28 Feb 2012 18:05:01
Message: <web.4f4d5ca1f0d1091280f1c90@news.povray.org>
Alain <aze### [at] qwertyorg> wrote:

> > Hi,i made this simple scene: a red light source through a projector(a small
> > prism) , a large box to define an interior and a media, and finally a mirror
> > (define by points of spline) and a cylinder for test the reflection. I have also
> > 2 camera, by the ortographic camera, as you can see rendering the scene, are
> > visible the correct rays of light of a source light (thanks to interior inside
> > box) but i don't understand why i dont' see the rays of light reflected by the
> > mirror. While if i active the 'camera behind' you can see that the photons
> > reflected on a cylinder correctly!
> > How can i do to show the rays of light reflected by the mirror like the rays
> > that hits the mirror?
> > I posted a code of scene.
> >
> > #include "colors.inc"
> > #include "textures.inc"
> > #include "shapes.inc"
> > #include "metals.inc"
> > #include "glass.inc"
> > #include "woods.inc"
> > #include "stones.inc"
> >
> >
> >
> >
> > //
> > global_settings {
> >      assumed_gamma 1
> >      max_trace_level 15
> >      photons {
> >          spacing 0.000025
> >          count 1800000
> Use spacing OR count, never both.
> >          max_trace_level 15
>            media 1,2
> Without this, there are no photons deposited in the media. Adjust the
> values as needed.
> >
> >      }
> > }
> >
> > // ortographic camera
> > camera {
> > orthographic
> > location<00.0, 110.0,30.0>
> > look_at<0.0, 0.0, 30.0>
> >
> >         }
> > // camera behind
> > /*camera {
> > location<15.0, 50.0,70.0>
> > look_at<15.0, 10.0, 40.0>
> > blur_samples 50
> >
> >         }   */
> >
> > declare a= 1;
> > declare b=0.61;
> > declare Projector = prism   {
> >            linear_spline
> >             5, 5.004, 4,
> >            <0,0>,<-a,b>,<a,b>,<0,0>
> >           pigment {Yellow}
> >
> >          }
> > Projector
> Not needed unless you want the projector to be visible.
> A beter instanciation would be:
> object{ Projector pigment {Yellow} }
> and remove the pigment from the declaration.
> >
> > light_source{<0,5.002,-0.1>
> >
> >          color Red  *200
> >          photons {refraction on reflection on}
> >
> >          projected_through { Projector }
> >
> >   } //end of light_source
> >
> >   //box for interior
> > box {
> >          <-67, 0, -10>, //
> >          <  67, 10, 60>  //
> >          hollow
> >         texture {pigment {color rgbf 1}}
> >         //texture {pigment {Blue}}
> >
> >         interior {
> >          media {
> >              scattering {1, color White extinction 0}
> > //            emission color White*0.2
> >              method 3
> >              intervals 1 samples 4
> >          }
> >          }
> >          //photons {target}
> photons{pass_through}
> >      }
>
> This box need hollow. As it is now, it can't contain the media.
> You may need more samples, possibly something like 100...
> Remove intervals, you don't need it to set it with the default value
> that should not be changed.
> photons{pass_through} is needed so that the photons actualy reatch your
> mirror.
>
> >
> >
> > // cylinder for test reflection
> >    cylinder {
> > <0, 0, 30>, //
> > <0, 30, 30>, //
> > 14.0 // raggio
> > //open //
> > //texture { P_Silver1 }
> > pigment{White}
> > //photons {target}
> >
> >
> > }
> >
> >
> >
> >   #declare mirror =
> >    union {
> >
> >      prism {
> >        cubic_spline
> >    2,
> >   8,
> >      56,
> >        <-48.500000, 40.500000>,
> >        <-48.500000, 40.500000>,
> >        <-46.956445, 41.531168>,
> >        <-45.574971, 42.461886>,
> >        <-44.333273, 43.305708>,
> >        <-43.212883, 44.073862>,
> >        <-42.198386, 44.775732>,
> >        <-41.276812, 45.419218>,
> >        <-40.440374, 46.008760>,
> >        <-39.675929, 46.552711>,
> >        <-38.975541, 47.055922>,
> >        <-38.332364, 47.522584>,
> >        <-37.740461, 47.956339>,
> >        <-37.194656, 48.360364>,
> >        <-36.692357, 48.735995>,
> >        <-36.227347, 49.087338>,
> >        <-35.796160, 49.416532>,
> >        <-35.395729, 49.725477>,
> >        <-35.023326, 50.015864>,
> >        <-34.676523, 50.289204>,
> >        <-34.354393, 50.545856>,
> >        <-34.053565, 50.788154>,
> >        <-33.772312, 51.017183>,
> >        <-33.509077, 51.233921>,
> >        <-33.262452, 51.439254>,
> >        <-33.031164, 51.633989>,
> >        <-32.814897, 51.818141>,
> >        <-32.611649, 51.993177>,
> >        <-32.420477, 52.159700>,
> >        <-32.240518, 52.318264>,
> >        <-32.070983, 52.469375>,
> >        <-31.911149, 52.613501>,
> >        <-31.760940, 52.750536>,
> >        <-31.619089, 52.881467>,
> >        <-31.485045, 53.006654>,
> >        <-31.358299, 53.126432>,
> >        <-31.238379, 53.241112>,
> >        <-31.124852, 53.350982>,
> >        <-31.017735, 53.455897>,
> >        <-30.916190, 53.556557>,
> >        <-30.819875, 53.653190>,
> >        <-30.728477, 53.746009>,
> >        <-30.641700, 53.835213>,
> >        <-30.559273, 53.920990>,
> >        <-30.481245, 54.003190>,
> >        <-30.407043, 54.082329>,
> >        <-30.336448, 54.158556>,
> >        <-30.269257, 54.232014>,
> >        <-30.205279, 54.302836>,
> >        <-30.144337, 54.371148>,
> >        <-30.086491, 54.436809>,
> >        <-30.031336, 54.500210>,
> >        <-29.978726, 54.561454>,
> >        <-29.928528, 54.620638>,
> >        <-48.500000, 40.500000>,
> >        <-29.928528, 54.620638>
> >      }
> >
> >      //pigment {color rgb<  0, 1, 1>  filter 1}
> >      //finish {ambient 0 diffuse 0 reflection Blue conserve_energy}
> >
> >      texture {Chrome_Metal}
> >      finish { reflection 1  metallic 1.0 diffuse 0 conserve_energy}
> You don't need conserve_energy for a perfect mirror with no transparency
> at all.
> >
> >      photons {
> >    target
> >    reflection on
> >    refraction off
> >
> >   }
> >      }
> >      mirror
> >
> >
>
> >
> >
>
> Alain

Ok! It works, I rewrote a code by providing your suggestions. There is one thing
that I did not understand: since i want to differentiate rays of light direct to
mirror and rays of light reflected by the mirror i put in a source light :
'color White' and in the final part of code of mirror i put:

pigment {color rgb < 0, 1, 1> filter 1}
finish {ambient 0 diffuse 0 reflection Red }

(as you can see in the code that i posted) . In this case the risulting of
reflection is better than if i use a first solution: that is the color red on a
source light and :
texture {Chrome_Metal}
finish { reflection 1  metallic 1.0 diffuse 0 }. If you render the two different
solution you can note the difference of reflection in the terminal part of
mirror.

This is the code . I added another simmetric mirror.

#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"
#include "metals.inc"
#include "glass.inc"
#include "woods.inc"
#include "stones.inc"




//
global_settings {
    assumed_gamma 1
    max_trace_level 15
    photons {
        //spacing 0.000025
        count 1800000
        max_trace_level 15
        media 30,2

    }
}

// ortographic camera
camera {
orthographic
location <00.0, 110.0,30.0>
look_at <0.0, 0.0, 30.0>

       }
// camera behind
/*camera {
location <15.0, 50.0,70.0>
look_at <15.0, 10.0, 40.0>
blur_samples 50

       }   */


//camera3
//vista relativa alla camera 3
/*camera {
location <-33.0, 47.0,33.0>
look_at <0.0, 0.0, 30.0>

       }    */

declare a= 1;
declare b=0.61;
declare Projector = prism   {
          linear_spline
           5, 5.004, 4,
          <0,0>, <-a,b>,<a,b>, <0,0>
         pigment {Yellow}

        }
Projector

light_source{ <0,5.002,-0.1>


        //color Red  *200
        color White
        photons {refraction on reflection on}

        projected_through { Projector }

 } //end of light_source

 //box for interior
box {
        <-67, 0, -10>, //
        < 67, 10, 60> //
        hollow
       texture {pigment {color rgbf 1}}
       //texture {pigment {Blue}}

       interior {
        media {
            scattering {1, color White extinction 0}
//            emission color White*0.2
            method 3
             samples 10
        }
        }
        photons{pass_through}
        //photons {target}
    }


// cylinder for test reflection
  cylinder {
<0, 0, 30>, //
<0, 30, 30>, //
14.0 // raggio
//open //
//texture { P_Silver1 }
pigment{White}
//photons {target}
no_reflection

}



 #declare mirror =
  union {

    prism {
      cubic_spline
  2,
 8,
    56,
      <-48.500000, 40.500000>,
      <-48.500000, 40.500000>,
      <-46.956445, 41.531168>,
      <-45.574971, 42.461886>,
      <-44.333273, 43.305708>,
      <-43.212883, 44.073862>,
      <-42.198386, 44.775732>,
      <-41.276812, 45.419218>,
      <-40.440374, 46.008760>,
      <-39.675929, 46.552711>,
      <-38.975541, 47.055922>,
      <-38.332364, 47.522584>,
      <-37.740461, 47.956339>,
      <-37.194656, 48.360364>,
      <-36.692357, 48.735995>,
      <-36.227347, 49.087338>,
      <-35.796160, 49.416532>,
      <-35.395729, 49.725477>,
      <-35.023326, 50.015864>,
      <-34.676523, 50.289204>,
      <-34.354393, 50.545856>,
      <-34.053565, 50.788154>,
      <-33.772312, 51.017183>,
      <-33.509077, 51.233921>,
      <-33.262452, 51.439254>,
      <-33.031164, 51.633989>,
      <-32.814897, 51.818141>,
      <-32.611649, 51.993177>,
      <-32.420477, 52.159700>,
      <-32.240518, 52.318264>,
      <-32.070983, 52.469375>,
      <-31.911149, 52.613501>,
      <-31.760940, 52.750536>,
      <-31.619089, 52.881467>,
      <-31.485045, 53.006654>,
      <-31.358299, 53.126432>,
      <-31.238379, 53.241112>,
      <-31.124852, 53.350982>,
      <-31.017735, 53.455897>,
      <-30.916190, 53.556557>,
      <-30.819875, 53.653190>,
      <-30.728477, 53.746009>,
      <-30.641700, 53.835213>,
      <-30.559273, 53.920990>,
      <-30.481245, 54.003190>,
      <-30.407043, 54.082329>,
      <-30.336448, 54.158556>,
      <-30.269257, 54.232014>,
      <-30.205279, 54.302836>,
      <-30.144337, 54.371148>,
      <-30.086491, 54.436809>,
      <-30.031336, 54.500210>,
      <-29.978726, 54.561454>,
      <-29.928528, 54.620638>,
      <-48.500000, 40.500000>,
      <-29.928528, 54.620638>
    }

    prism {
      cubic_spline
  2,
 8,
    56,
      <48.500000, 40.500000>,
      <48.500000, 40.500000>,
      <46.956445, 41.531168>,
      <45.574971, 42.461886>,
      <44.333273, 43.305708>,
      <43.212883, 44.073862>,
      <42.198386, 44.775732>,
      <41.276812, 45.419218>,
      <40.440374, 46.008760>,
      <39.675929, 46.552711>,
      <38.975541, 47.055922>,
      <38.332364, 47.522584>,
      <37.740461, 47.956339>,
      <37.194656, 48.360364>,
      <36.692357, 48.735995>,
      <36.227347, 49.087338>,
      <35.796160, 49.416532>,
      <35.395729, 49.725477>,
      <35.023326, 50.015864>,
      <34.676523, 50.289204>,
      <34.354393, 50.545856>,
      <34.053565, 50.788154>,
      <33.772312, 51.017183>,
      <33.509077, 51.233921>,
      <33.262452, 51.439254>,
      <33.031164, 51.633989>,
      <32.814897, 51.818141>,
      <32.611649, 51.993177>,
      <32.420477, 52.159700>,
      <32.240518, 52.318264>,
      <32.070983, 52.469375>,
      <31.911149, 52.613501>,
      <31.760940, 52.750536>,
      <31.619089, 52.881467>,
      <31.485045, 53.006654>,
      <31.358299, 53.126432>,
      <31.238379, 53.241112>,
      <31.124852, 53.350982>,
      <31.017735, 53.455897>,
      <30.916190, 53.556557>,
      <30.819875, 53.653190>,
      <30.728477, 53.746009>,
      <30.641700, 53.835213>,
      <30.559273, 53.920990>,
      <30.481245, 54.003190>,
      <30.407043, 54.082329>,
      <30.336448, 54.158556>,
      <30.269257, 54.232014>,
      <30.205279, 54.302836>,
      <30.144337, 54.371148>,
      <30.086491, 54.436809>,
      <30.031336, 54.500210>,
      <29.978726, 54.561454>,
      <29.928528, 54.620638>,
      <48.500000, 40.500000>,
      <29.928528, 54.620638>
    }


    // if i want reflection red
    pigment {color rgb < 0, 1, 1> filter 1}
    finish {ambient 0 diffuse 0 reflection Red conserve_energy}

    // with this the reflection is not good as above
    //texture {Chrome_Metal}
    //finish { reflection 1  metallic 1.0 diffuse 0 }

    photons {
  target
  reflection on
  refraction off

 }
    }
    mirror


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.