POV-Ray : Newsgroups : povray.general : Shadow density : Re: Shadow density Server Time
30 Jul 2024 16:21:25 EDT (-0400)
  Re: Shadow density  
From: Chris B
Date: 24 Oct 2008 12:55:40
Message: <4901fe0c@news.povray.org>
"user" <ser### [at] gmailcom> wrote in message
news:web.4901d2f89d477d5ce2381b720@news.povray.org...
> Hi All!
>
> Please help me anybody slove some issue. How I do to increase hilight in
> shadowed areas without increasing global hightlight?
>
> Thanks.
>

In addition to what everyone else has already said you could:

Increase the ambient value on just the objects that the shadows are falling
on by using the ambient keyword in the finish blocks of the texture
statements for just those objects.

Add a light source in the vacinity of the objects that you wish to 
illuminate more, with a fade_distance on the light source to prevent it from 
illuminating areas further away.

And my favourite :-):
You can use two coincident copies of an object that casts a shadow, one with 
no_shadow, the other with no_image. Then you can do whatever you like with 
its shadows. You can produce partial shadows or very diffuse shadows from a 
point light source. Or you can play tricks. The example below uses a filter 
to tamper with the light as it passes through the 'no_image' copy of the 
object, saturating anything blue in the 'shadowed' area.

Regards,
Chris B.

camera {location <0,2,-4> look_at 0}
light_source {<-1,50,10>, rgb 0.4}

plane {y,0 pigment {checker}}

sphere {<0,1.5,0>,1
  no_shadow
  pigment {rgb 1}
}

sphere {<0,1.5,0>,1
  no_image
  no_reflection
  pigment {rgbf <0,0,2,1>}
}


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