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"Slime" <slm### [at] slimeland com> wrote in message
news:3d360c88@news.povray.org...
> Wait... looks to me like you're trying to make something like a light
bulb.
Yes, I am ;-) Something like that, and opaque. And for render time's sake I
can not use ambient + radiosity
> Have you tried looks_like? I'm not sure if that casts shadows from other
> lights, but it might.
This was my first thought, I checked the doc and did not try as it says
"There is an implied no_shadow attached to the looks_like object so that
light is not blocked by the object." and no_shadow is not light_source
specific.
BTW, why are no_shadow, no_image, no_reflection objects modifiers ? They
could also have been materials attributs ? (I guess it is because no_shadow
predates material and the others no_* follow its example.)
Povingly,
Philippe
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"Philippe Debar" <phd### [at] wanadoo be> wrote in message
news:3d353967@news.povray.org...
> #declare vObjectLoc=<.5,2,2>;
>
>
> #declare Inner_light=
> light_source{vObjectLoc color rgb <0,0,1>};
>
>
> #declare No_shadow_object=
> sphere{
> vObjectLoc, 1
> texture{pigment{color rgbt <1,0,0,0>}}
> interior_texture{pigment{rgbt 1}}
> };
>
>
> I see a red sphere (ok), casting shadows for my 3 lights, including the
> inner one (not ok) ???
Because we are of course casting vision-ray and not light-rays, so shooting
backwards from a seen object toward the inner light, the ray intersects a
surface that is opaque in that direction...
Should this be the correct behavior ? Is this a bug or a design choice ?
In any case, it is not consistent with the photons behaviour, which of
course consider the "correct" (in the physical simulation sense) surface.
See image posted in p.b.i
Povingly,
Philippe
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