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I have a room and a mirror in it. But I can´t use
light_source, because I don´t want the light to be
seen in the mirror ( lightsource in the middle of the
room looks very unrealistic) Is there a way to use
light in a room, that can´t be seen in the mirror?
I could use spotlights for all objects, but that doesn´t
work well, and I need light for the walls too. ( because
of the phong of the walls, ambient doesn´t work I think )
I hope you can help
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Lord Steff wrote:
>
> I have a room and a mirror in it. But I canīt use
> light_source, because I donīt want the light to be
> seen in the mirror ( lightsource in the middle of the
> room looks very unrealistic) Is there a way to use
> light in a room, that canīt be seen in the mirror?
Have you actually tried using a light_source to see the results ?
In POV-Ray light_sources are not visible to the camera. Because
of this they should not be visible in the mirror either.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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> In POV-Ray light_sources are not visible to the camera. Because
> of this they should not be visible in the mirror either.
I found the problem! It wasn´t really the lightsource, it
was a bright point on the wall behind the camera. It was
very confusing, moving the lightsource and seeing this
bright point in the mirror moving too.
Thanks anyway
Another question. How can I avoid this bright point on the
wall? It´s like a white circle. ( I used the texture Stone13
from stoneold.inc )
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Lord Steff wrote:
> Another question. How can I avoid this bright point on the
> wall? Itīs like a white circle. ( I used the texture Stone13
> from stoneold.inc )
It sounds like phong highlighting in the finish statement. That
is usually the source for spots like that. You may need to make
a custom finish for your particular application.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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> It sounds like phong highlighting in the finish statement. That
> is usually the source for spots like that. You may need to make
> a custom finish for your particular application.
It is really the phong, seems to be normal for this texture.
I have to use phong_size 500000 to hide the spot.
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Lord Steff wrote:
>
> > It sounds like phong highlighting in the finish statement. That
> > is usually the source for spots like that. You may need to make
> > a custom finish for your particular application.
>
> It is really the phong, seems to be normal for this texture.
> I have to use phong_size 500000 to hide the spot.
You can also lower the phong number instead of the phong_size to
influence it's affect on the finish i.e phong 0.25 phong_size 200
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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> You can also lower the phong number instead of the phong_size to
> influence it's affect on the finish i.e phong 0.25 phong_size 200
Oh, right, I forgot! What am I doing? ( I haven´t used
finishes very often. I´m new to Pov-Ray and use it for
two days now )
Thanks for your help.
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