POV-Ray : Newsgroups : povray.general : Question regarding Lighting and Normal Bumps : Re: Question regarding Lighting and Normal Bumps Server Time
7 Aug 2024 13:18:34 EDT (-0400)
  Re: Question regarding Lighting and Normal Bumps  
From: Ben Chambers
Date: 18 Sep 2001 11:29:51
Message: <3ba7686f@news.povray.org>
"Kirk Hubbell" <kir### [at] yahoocom> wrote in message
news:3ba372f9@news.povray.org...
> I have a scene that I have been working on and I was planning to render it
> four times from the center of the scene, once in each direction (NSEW). A
> key element of the pictures are ancient columns and stones with heavy
normal
> effects like bumps to make them look weather worn. With a primary light
> source as the sun up in the distant eastern sky the scene looks great
> looking west (with the light). However, when I render a scene looking east
> (with the shadows facing toward me) I cannot get it to look right. I have
> tried several lighting methods to allow me to see details in the picture
(by
> details I mean bumps and other normal effects)  in the shadows of the sun
> (light at the camera location, shadowless lights, and ambient) without
> adding any additional shadows (for realism, when looking from picture to
> picture there should be no additional shadows on the road and the shadow
> angles should remain consistant).
>
> Problem, no matter how I try to do this on objects with normal bumps or
> other normal textures the effect seems to be nulled out (smooth). I can
make
> it look great by moving the primary light source but then the shadows
move.
> So I guess that my question is how can I look onto the shadow portion of
an
> object and see all of the normal components without creating additional
> shadows onto the scene?
>
> Any ideas?
>
> Kirk

New in 3.5 (or Megapov, hehe) try using a lightgroup to light up only those
portions of your scene which would otherwise be in shadow.
Or place the sun at its apogee (or zenith? don't remember) so its directly
above the center of the scene... all pillars should be in the light, then.

...Chambers


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