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"feestje" <fee### [at] gmailcom> wrote in message
news:web.490ee8fda1a15775934be4af0@news.povray.org...
> I want to use a plane that emits light. This is the codeI am
> using:
>
> light_source
> { <0,0,0>, 1
> looks_like {
> plane {
> z, 1000
> pigment {
> color White }
> finish {
> ambient 1 }
>
> } }}
>
>
> it seems the only light production from this code is because of the
> ambient
> statement.
>
> is it even possible to have a plane emit light?
The 'looks_like' keyword adds an object with no shadow that represents what
the light_source (which is normally invisible) looks like from the outside.
A plane has an inside and an outside, as determined by the surface normal
specified, so, in this case, unless your camera is at a position where
z>1000 then it's going to be inside the plane along with the light_source,
which gives you your first problem. Secondly the object specified using the
'looks_like' keyword doesn't change the way the light_source illuminates the
rest of the scene, so you'll still get light of the color specified in the
light_source definition eminating from the location specified (ie a point
source).
If your camera is somewhere near the origin then I suspect you need to
adjust your plane to -z,-1000, so that the front surface is in the same
place but so that everything beyond z*1000 is inside it, then move your
light_source inside it (e.g. to <0,0,1001>).
To get the light to come from a broader area than a single point source you
might want to look at using an area_light. If you want the rays to come in
parallel you may want to check out the 'parallel' keyword in the help.
Regards,
Chris B.
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