Named Objects

! A name may be associated with any primitive, aggregate, or CSG object through the use of the name keyword:

Index: Doc/Guide/surfaces.tex *** old/Doc/Guide/surfaces.tex Mon Feb 3 12:50:02 1992 — new/Doc/Guide/surfaces.tex Fri Jan 17 10:29:14 1992 *************** *** 8,17 **** the ``interior'' of an object is the ``other side'' of the object's surface relative to the origin of a ray.

! Rayshade usually ensures that a primitive's surface normal is pointing towards the origin of the incident ray when performing shading calculations. Exceptions to this rule are transparent primitives, for ! which rayshade uses the direction of the surface normal to determine if the incident ray is entering or exiting the object. All non-transparent primitives will, in effect, be double-sided.

— 8,17 —- the ``interior'' of an object is the ``other side'' of the object's surface relative to the origin of a ray.

! usually ensures that a primitive's surface normal is pointing towards the origin of the incident ray when performing shading calculations. Exceptions to this rule are transparent primitives, for ! which uses the direction of the surface normal to determine if the incident ray is entering or exiting the object. All non-transparent primitives will, in effect, be double-sided.

*************** *** 26,32 **** with the exception of the index of refraction, which is assigned the default index of refraction (normally 1.0).

! Surface descriptions are used in rayshade to compute the color of a ray that strikes the surface at a point P. The normal to the surface at P, N, is also computed.

— 26,32 —- with the exception of the index of refraction, which is assigned the default index of refraction (normally 1.0).

! Surface descriptions are used in to compute the color of a ray that strikes the surface at a point P. The normal to the surface at P, N, is also computed.

*************** *** 55,61 ****


\begin{defkey}{specpow}{{\em exponent}}
! Specifies the specular highlight) exponent.
\end{defkey}
The intensity of specular highlights from light sources are scaled by the specular color of the surface. — 55,62 —-


\begin{defkey}{specpow}{{\em exponent}}
! Controls the size of the specular high...
...The larger
! the {\em exponent}, the smoother the apparent finish.
\end{defkey}
The intensity of specular highlights from light sources are scaled by the specular color of the surface. *************** *** 106,115 ****