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1992-11-08
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Last minute additions...
After getting the documents into shape, there were a couple of late additions
to Polyray. These are directional light sources and global haze statements.
The directional light means just that, light coming from some direction. The
biggest difference between this light source and the others is that no shadowing
is performed. This has pretty serious implications for shading, so if you
use this type of light, you should also set the global shading flags so that
surfaces are one-sided. i.e. polyray foo.pi -q 55. The format of the
expression is:
directional_light color, direction
directional_light direction
An example would be: directional_light <2, 3, -4>, giving a white light coming
from the right, above, and behind the origin.
The global haze is a color that is added based on how far the ray travled before
hitting the surface. The format of the expression is:
haze coeff, starting_distance, color
The color you use should almost always be the same as the background color.
The only time it would be different is if you are trying to put haze into a
valley, with a clear sky above (this is a tough trick, but looks nice). A
example would be:
haze 0.8, 3, midnight_blue
The value of the coeff ranges from 0 to 1, with values closer to 0 causing
the haze to thicken, and values closer to 1 causing the haze to thin out.
I know it seems backwards, but it is working and I don't want to break anything.
Xander