POV-Ray : Newsgroups : povray.binaries.images : interior_texture and shadows (26KBbu) Server Time
15 Aug 2024 10:15:38 EDT (-0400)
  interior_texture and shadows (26KBbu) (Message 1 to 2 of 2)  
From: Philippe Debar
Subject: interior_texture and shadows (26KBbu)
Date: 18 Jul 2002 08:42:46
Message: <3d36b7c6@news.povray.org>
Some experiments with interior_texture, shadows and reflection

interior_texture is always blue
(exterior) texture is always red

Striped pigment is for example:
       marble
      color_map{
        [0 color rgbf <0,0,1,.8>]
        [1 color rgbf 1]
      }
Plain pigment is for example:
    pigment{color rgb <.25, .25, .75>}


From back to front:
   Three whole spheres
   Three clipped spheres (so vision and light hit an interior_texture
without coming through a texture first)
   A clipped sphere with photons


From left to right:
   Striped filtering pigment for interior and exterior
   Striped filtering pigment for interior, plain opaque for exterior
   Plain opaque pigment for interior, stripped filtering for exterior


I find the current (no photon) behaviour for shadows to be at least
unintuitive, even if it is understandable (raytracer shoot vision-rays, not
light-rays). Moreover, it is inconsistent with photons.

Is this difficult to fix and should it be fixed ?

(I "found" this while trying to get an object to be no_shadow for, and only
for, the light_source it contains, see "Help - Lost in shadows and
light_groups" in p.g)



Povingly,


Philippe


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Attachments:
Download 'inttextshadows.jpg' (26 KB)

Preview of image 'inttextshadows.jpg'
inttextshadows.jpg


 

From: Warp
Subject: Re: interior_texture and shadows (26KBbu)
Date: 19 Jul 2002 20:13:57
Message: <3d38ab44@news.povray.org>
Philippe Debar <phd### [at] wanadoobe> wrote:
> Moreover, it is inconsistent with photons.

  That's because photon rays go the the opposite directions than
shadow testing rays. From this point of view, the results are very
consistent.
  Of course making the shadow test rays act in the same way as photon
rays would be more desirable.

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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