|
|
Hi.
This problem may have been addressed before...
Anyway, I have discovered a quirky thing I haven't noticed before about
area lights in POV.
It seems when using liht fading, the brightest spot, from where the
attenuation starts is the center of the area_light, i.e. the
illumination is not distributed evenly across the surface of the
area_light source.
This is especially anoying when using higly elongated light sources like
neon tubes with light fading - there is a bright spot of liht at the
nearby wall around the center of the tube, which does not look very
realistic.
I have included an example scene which demonstrates this well (uncomment
the media if U got the time):
/BEGIN SCENE/
camera {location <7,0,-10> look_at <0,0,0>}
light_source {<0,0,0> rgb <1,1,1>
area_light y*5, x, 5, 2 adaptive 1 jitter
fade_distance 2 fade_power 2}
//media {scattering {1 rgb .1}}
plane {z, 1 pigment {rgb .8} finish {ambient .2 diffuse .6} hollow}
polygon {4, <-.5, -2.5, 0>, <.5, -2.5, 0>, <.5, 2.5, 0>, <-.5, 2.5, 0>
pigment {rgb 1} finish {ambient 1 diffuse 0} no_shadow}
/END SCENE/
Is this inherent in the way POV simulates area lights?
Is there a workaround for this problem?
Thanks.
Post a reply to this message
|
|