October 4, 2003
at 12:00 pm /
#10147
Hannes44,
Well again it has taken me a long time to get back to these posts, and I’m sorry about that. You could also try adding(in PovRay) a reflection value to the line of code that describes the material, ie; ambient, diffuse, briliance, etc. This will add some shininess or reflection to just that particular material, and not affect the others as it does when using more lighting.
KB,
Yes, this line of code is strictly a Pov thing. PovRay is a little complicated and can be a real pain, but it’s great for andquot;fine tuningandquot; the appearances of materials, textures, lighting, etc.
Also, I dont think I was too clear in describing how or where to put the Gray50 in the lighting code, so I’ll do it this way.
light_source { [8.058665E+01, 9.483661E+03, -3.170755E+03], //Position of light source
[color=Red:1h4xbozq]rgb [5.960785E-01, 5.960785E-01, 5.960785E-01][/color:1h4xbozq]//Color of light source
parallel point_at [0, 0, 0]//Type of light and where it’s pointing
shadowless media_interaction off }//Light casting no shadows, and media interaction off.
Now, where you see the red text, delete that portion of the color description and replace it with andquot;color Gray50andquot; without the quotes(in PovRay).
Sorry again for taking so long to get back here,
Les