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Thank you for your help. :)
"Jim Charter" <jrc### [at] msn com> wrote in message
news:4657f601$1@news.povray.org...
>
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> light_source {
> 0*x // light's position (translated below)
> color rgb 2.0 // light's color
> area_light
> <20, 0, 0> <0, 0, 20> // lights spread out across this distance (x * z)
> 4, 4 // total number of lights in grid (4x*4z = 16 lights)
> adaptive 0 // 0,1,2,3...
> jitter // adds random softening of light
> //circular // make the shape of the light circular
> //orient // orient light
> translate <40, 40, -40> // <x y z> position of light
> }
>
>
> plane {
> y,
> 0.0
> hollow on
> material {
> texture {
> pigment {
> rgb <1.00, 0.95, 0.90>
> }
> }
> }
> finish {
> diffuse .1
> specular 1
> roughness .001
> reflection 0.3
> crand 0.02
> diffuse 0.5
> }
> }
>
> #if (off)
> #local Fn =
> function { pigment { image_map {png "dg.png" }} };
> box {
> < 0.00, 0.00001, 0.15> // one corner position <X1 Y1 Z1>
> < 5.76, 4.08, -0.05> // other corner position <X2 Y2 Z2>
> hollow on
> texture { pigment {rgbt 1} finish{diffuse 0 ambient 0 specular 0}}
> interior {
> media {
> scattering{1, 1 extinction 1.5}
> intervals 1
> samples 20
> method 3
> density {
> function { Fn(x,y,z).x }
> density_map {
> [0 rgb 0]
> [1 rgb 1]
> }
> scale <5.76, 4.08, 1>
> }
> }
> }
> }
> #else
> height_field {
> png "dg.png"
> water_level .1
> pigment{rgb 1}
> scale <5.76,.1,4.08>
> rotate x*-90
> }
> #end
>
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