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This program has probably been discussed before but I haven't
found any information on it. The basic problem is that when I have an
object with both a normal applied and reflection turned on I get
strange, ugly artifacts. Well, I'll include the source so you can see
for yourself. I'm using v3.02 for Win 95.
#include "colors.inc"
#declare theta=2*pi*clock
camera{
 location 3
 look_at 0
}
light_source{
 <5*sin(theta),5,5*cos(theta)>
 color White
 spotlight
 radius 15
 falloff 70
 tightness 50
 point_at 0
}
sphere{
 0,1
 texture{
  pigment{color Yellow}
  finish{
   reflection 1
   specular.8
   roughness .006
  }
  normal{
   bumps .6
   scale .3
  }
 }
}
plane{
 y,-1
 texture{
  pigment{
   checker color Red, color Blue
  }
 }
}
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Nick Bray wrote:
> 
>       This program has probably been discussed before but I haven't
> found any information on it. The basic problem is that when I have an
> object with both a normal applied and reflection turned on I get
> strange, ugly artifacts.
Wierd.  It seems to me to be some sort of self-reflection
due to problems with the normal calculation applied to
rays of near-grazing incidence.
It seems to be eliminated by using ambient 0 diffuse 0 --
a perfectly reflecting surface is what you want, right?
Dan
P.S. A more direct way to rotate the light is to put
a "rotate" statement in the light rather than explicit
sin and cos calculations.... it comes down to preference,
I suppose.
-- 
http://www.flash.net/~djconnel/
 
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Nick Bray wrote:
>       This program has probably been discussed before but I haven't
> found any information on it. The basic problem is that when I have an
> object with both a normal applied and reflection turned on I get
> strange, ugly artifacts. Well, I'll include the source so you can see
> for yourself. I'm using v3.02 for Win 95.
>
    I played around with your scene for a little while and I think what you
are seeing is not an artifact, but rather the normal is giving you what your
asking it to do. With the single light source, a high degree of reflection, and
few if any other objects in the scene to be reflected in the surface finish, you
are seeng the true perturbance function of the normal.
    I did notice that changing the bumps statement to a dents statement with the
same value and scale produced a pretty good perturbed surface without the
"artifacts" your seeing.
K.Tyler
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