POV-Ray : Newsgroups : povray.newusers : Light Source Maximum Brightness? : Re: Light Source Maximum Brightness? Server Time
28 Jul 2024 14:26:29 EDT (-0400)
  Re: Light Source Maximum Brightness?  
From: Alain
Date: 16 Feb 2009 13:40:10
Message: <4999b30a$1@news.povray.org>
sam kim nous illumina en ce 2009-02-14 17:54 -->
> Hello,
> 
> I have two light_sources for each floor in a 2-story building.
> 
> I want to set a maximum illumination number (so an area that receives amount of
> 
> light past this number will not be brighter than this number) so that
> 
> the area of the building that receives light from both light_sources will not be
> 
> so bright compared to rest of the building.
> 
> Here's the code:
> 
> #include "colors.inc"
> 
> 
> light_source {<30,96,50> White}
> light_source {<30,49,50> White}
> 
> camera {location <50,90,-100> look_at <50,50,20>}
> 
> background {White}
> 
> //////////////// radiosity ////////////////////
>  /*
>   global_settings {
>     radiosity {
>       pretrace_start 0.08
>       pretrace_end   0.01
>       count 100
> 
>       nearest_count 5
>       error_bound 1
>       recursion_limit 1
> 
>       low_error_factor 0.5
>       gray_threshold 0.0
>       minimum_reuse 0.015
>       brightness .5
> 
>       adc_bailout 0.01/2
>     }
>   }   */
> 
> ////////////////////////////////////////// two - floor Building
> /////////////////////////////////////////
> 
>                /// main frame///
> #declare Main_Frame =
> 
> difference{
> 
> box {<0,0,0><100,100,100>}
> 
> box {<3,3,3><97,97,97>}
> 
> }
> 
>             /// floor separator  or just 2nd floor///
> 
> #declare Second =
> 
> difference {
> 
> box {<0,50,0><100,53,100>}
> 
> box {<50,49,100/3><90,54,90>}
> 
> }
> 
>           ///////// Main Frame + 2nd Floor /////////
> 
> #declare Building =
> 
> merge {object{Main_Frame} object{Second}}
> 
>           ////////// Cross Section of the Building ///////////
> 
> difference {
> 
> object{Building}
> 
> box {<-1,-1,-1><101,101,4>}
> 
> texture { finish {ambient .5}
> pigment {color Gray75} }
> 
> }
> 
> 
> 
As you use radiosity, you should set ambient to zero UNLESS you want that part 
of the scene to actualy emit light.

Use fade_distance <some distance> and fade_power 2 to get realistic light fading 
acording to the distance. By default, ther is no fading.

As this is a radiosity scene, you can limit the maximum contribution to 
radiosity effects.
For that, you use the "max_sample" key word. Objects that are brighter than the 
specified value get ther brightness reduced to the provided value keeping the 
original hue. Please read the radiosity section in the documentation.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you've ever "lost" a Julia fractal 
because you're not quite sure how to align things in four dimensions.
Dylan Beattie


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