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Well, I've been playing with it and even though it gives diffuse shadows
that are as wide as I would expect, I can't get an area light to illuminate
a wider area of a plane no matter how wide I make the light. Here's the
original (slight changes so I could work with it) and one I made out of the
stock insert file. They both don't work the way you want them to. I suggest
a line of regular lights.
////////////// Camera //////////////////////
camera { //
right < -1.333, 0.0, 0.0 > //
up < 0.0, 1.0, 0.0 > //
direction < 0.0, 0.0, 1.0 > //
location < 0.0, 12.0, 0.0 > //
look_at < 0.0, 0.0, 0.0 > //
} //
////////////// end Camera //////////////////
/*
light_source
{
0//pos
color rgb 1.0//color
area_light
x*100, z//area
100, 1//#lights
adaptive 0
jitter
translate < 0, 1, 0 >
}
*/
///*
light_source
{
0*x // light's position (translated below)
color rgb 1.0 // light's color
// <widthVector> <heightVector> nLightsWide mLightsHigh
area_light
<5, 0, 0> <0, 0, 2> // lights spread out across this distance (x * z)
2, 2 // total number of lights in grid (4x*4z = 16 lights)
adaptive 0 // 0,1,2,3...
jitter // adds random softening of light
translate < 0, 2, 0 > // <x y z> position of light
}
file://*///you may have to fix this line if it says 'file'
///////////////////////////// Plane /////////////////////////////////
plane { <0.0, 1.0, 0.0 >, 0.0 pigment { rgb < 1.0, 1.0, 1.0 > } } //
/////////////////////////////////////////////////////////////////////
//////////////// Sphere ///////////
sphere {
< 0.5, 0.5, 0.5 >, 0.5
texture { pigment { rgb 1 }
finish { phong 0.25 }
}
}
///////////////////////////////end Sphere
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