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"ZainAnak" <nomail@nomail> wrote in message
news:web.42de5e3fa93ad1b23b6b98ba0@news.povray.org...
> Bob, thanks for all the help!
Always welcome to any I have.
> sort of area light setup? All I really want, after all, is the sun lines
> to be a *little* blurrier than normal- I don't want everything bright in
> the scene to glare out, like your sample code would do. Here is my
> current
> light:
light_source {
<-5000, 4000, 15000>
color rgb <0.8, 0.4, 0.2>*4.1
area_light 150*x, 150*y, // dimensions, or physical size
4, 4 // number of sources for each axis (above). integers only
adaptive 1 // sampling rays (more is slower, but better. integers only)
jitter // smooth shadows, without this you would get banding
circular // make it round not square
orient // turn toward scene objects (works in conjunction with circular)
}
Ha ha ha! Well, you're right. Why not keep it simple? Heck, I'm just glad
you got me going on Samuel's light-bleed idea, otherwise I might have never
had such a thing here.
When you're dealing with area_light the important things are size of the
array and smoothness of the shadows. I've added in what might be okay with
you're scene but you'll definitely need to adjust the x and y dimensions to
either narrow or widen the resulting shadows.
The number of sources (4 X 4) ultimately determines quality, as well as
speed of the render, so you might also need to increase that even if it
slows the rendering down. But if the shadow edges are only needed to be very
thin you could possibly lower those two numbers (equally and integer only)
to a 3 by 3 array. All depends on what you see in the render as you make
adjustments.
Oh yeah, and area_light does not affect surfaces directly, such as specular
highlights and the diffuse finishes. It's only for shadows.
You would be wise to read up on this in the scene help (docs), section
3.4.7.5 Area Lights, so I'll leave it at that. Unless you have more to ask,
please go ahead and do so. : )
Bob
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