POV-Ray : Newsgroups : povray.newusers : Invisible plane to shade objects : Re: Invisible plane to shade objects Server Time
2 Jul 2024 12:24:31 EDT (-0400)
  Re: Invisible plane to shade objects  
From: Alain
Date: 7 Apr 2011 17:05:47
Message: <4d9e272b$1@news.povray.org>

> Christian Froeschlin<chr### [at] chrfrde>  wrote:
>> gregtom6 wrote:
>>
>>> The lightning object is a spaceship, and it has got a lot of point lights. If I
>>> reduce the fade distance and/or fade power, that won't light the ship.
>>> The lights are enough strong on the ship, but too strong, if an object is too
>>> close to the ship.
>>
>> In case you want to render a realistic image, you can't have it both
>> ways. If you think it looks odd, then something may be wrong about other
>> setup. If there are lights directly on the ship they would not provide
>> much light to the hull, as the angle of incidence will be very small.
>> So if you think the ship should be bright, the hull itself needs to
>> be glowing (ambient/emissive) or you need an external light source
>> such as a star.
>
> No. I want only small light sources on the hull, to light small areas.
> My ship has got a lot of small point lights, and it seems to be there're a lot
> of lamps on the ship.
>
>

In that case, you can use spot_light that point at the hull's areas that 
you want illuminated.
Just remenber that the radius is in degrees, not in units around the 
point_at location. (I've seen scenes with that mistake)

You can still use fade_distance and fade_power for those.
As a bonus, you may get some speed improvements as you will save on the 
shadow ray tests.



Alain


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