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<manual>
6.11.11.2.12 Normal and Radiosity
Radiosity estimation can be affected by normals. To enable this feature,
add normal on to the radiosity{} block. The default is off
</manual>
In with way normals do affect radiosity? Where can I find more detailed
explanation of how some options/algorithms work (how they work in phisics
model, and how they are computed by Pov) - apart from source code?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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Rafal 'Raf256' Maj <raf### [at] raf256com> wrote:
> In with way normals do affect radiosity?
By default the normal modifier is not taken into account when
calculating the illumantion of a surface caused by radiosity samples.
This means that if you have a surface (not illuminated directly by
any light source) with a normal modifier, it won't show any (it will
be flat, as if it didn't have any normal modifier).
By turning this option on, you can make POV-Ray to take the normal
modifier into account. (The reason why it's off by default is because
it slows down the rendering.)
--
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}// - Warp -
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