POV-Ray : Newsgroups : povray.general : normal, everyday, white walls : Re: normal, everyday, white walls Server Time
14 Nov 2024 21:12:46 EST (-0500)
  Re: normal, everyday, white walls  
From: Bob Hughes
Date: 30 Apr 1999 04:43:26
Message: <37295ED5.8D9B2285@aol.com>
Usually the shallow angled light on ceilings does darken quite a bit at the perimeter
if
you look at a room with a central ceiling light at night or in a windowless room. It's
tough to mimick reality using POV, that's part of the challenge. Anyway I have a so
called
material.inc with ceiling and wall textures in it among other things. It dates back to
POV
2.2 but might be good a time as any to post it at the povray.text.scene-files, for
lack of
a better place, not much to write home about though.


Rainer Mager wrote:
> 
> Hi all,
> 
>     Can anyone suggest a goot texture for a normal, everyday, white wall
> (and ceiling)? I've been trying to make a room with just white walls and a
> ceiling (and of course stuff in the room) and I'm not getting the results I
> want. The problem I'm getting is that the ceiling is much too dark when
> compared to the walls. This is somewhat due to my placement of the light
> sources (connected to the walls and somewhat high up) so that the angle of
> reflection off of the walls and off of the ceiling is drastically different.
>     I would like to keep the ceiling and the walls the same exact texture if
> possible. If reached a reasonable compromise by having a rather high ambient
> value but this seems like cheating to me. Also I'd really like to have
> somewhat bumpy walls (kind of light stucco but not quite that bumby). When I
> added a bump or crackle normal then this introduced all kinds of problems.
>     I realize that both of these normals are supposed to cause dark spots
> but I got many very dark, almost black spots throughout the walls and
> especially the ceiling. I really just want a slightly bumpy look.
>     Anyway, if someone can suggest a good texture I would be greatful.
> 
> Thanks,
> 
> --Rainer

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