|
|
Area_lights are only used to calculate soft shadows. For
specular highlights, it still is a point-light. To achieve
what you want, you'd have to use an actual array of light-
sources (with toned down RGB, as they will add up
later).
Regards,
Tim
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
> I'm trying to model one of those lights put above paintings: basically, a
> flourescent tube inside of a 'c' cross sectioned piece of brass. My idea
> was to use an area light on the x-z plane to simulate this light and then
> make it look_like an ambient cylinder.
>
> The problem that I'm running into is that it doesn't look like the area
> light is working at all. I get a single high light in my shiny picture
> frame and I'm only getting illumination on the picture from the center of
> the bulb. i.e.
> it looks like I'm not doing a point light rather than an area light. My
> light code looks like this:
>
> #local halfw=.5;
> #local framewidth=.025;
> #local wallthickness=(framewidth*2/25);
>
>
> light_source { < 0, halfh+framewidth, -framewidth*4> color Gray50
> area_light x*((2*halfw) - (2*wallthickness)), z*framewidth, 10, 10
> } //light_source
>
>
> image here: http://homepage.mac.com/sstrange/POV/libraryatnight3.jpg
> full code here: http://homepage.mac.com/sstrange/POV/pictureframe.inc
>
> As always, apologies if I'm missing something really, really obvious.
>
> thanks,
> Steven
>
>
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.501 / Virus Database: 299 - Release Date: 15.07.2003
Post a reply to this message
|
|