POV-Ray : Newsgroups : povray.general : Can't get light_source to work properly (extremely simple scene) : Re: Can't get light_source to work properly (extremely simple scene) Server Time
29 Jul 2024 14:20:01 EDT (-0400)
  Re: Can't get light_source to work properly (extremely simple scene)  
From: Alain
Date: 23 Apr 2011 23:36:46
Message: <4db39ace$1@news.povray.org>

>
> I get nearly the same result regardless of whether I set the cam at z=-35 or
> z=-50. Worse, I cannot get the arrows to be illuminated properly, leaving the
> arrows as black objects against the white background.
> I copied the light source from the woodbox.pov sample scene. There must be
> an obvious blunder that I made.
>
> I use PoVRay 3.62
In this case, there is no real difference between version 3.0 and 3.7.
>
>

>

This:
direction<14, 0,  2.25>
can causes some problem.

The direction of your camera is rather large, making it act like a 
telephoto with a narrow field of view. You have an horizontal field of 
view of 1.33 units (center to right side) at about 14.18 unit from the 
camera location. This explains why moving the camera from -35 to -50 
don't causes much change.

The use of look_at make the orientation of the direction vector 
unimportant, only it's lenght mathers.

Beter to use "direction z" or "direction<0,0,1>". Once everything is 
correctly placed, you can zoom by changing the lenght of the direction 
vector or by using the "angle" keyword.



As you apply you colours when you use your object, why do you set it to 
Green when you declare it? In your original code, both arrows will have 
the same colour, that applied in the #declare, not the one applyed in 
the object statement.

You don't need to use the keyword "color".
Instead, you should use "pigment{...}"

#declare downarrow = union
{
    cylinder
    {
        <0,0,0>,<0,4,0>,2
    }
    cone
    {
        <0,0,0>3,<0,-2,0>,0.3 pigment{Red}
    }// this makes the tip red independently of the rest
}// NO pigment in the declare itself

object {downarrow
         pigment{ Green}
}//Green shaft and red tip arrow.

When using fading light, you are beter using shorter fade_distance and 
increase the intensity of the light correspondingly.

Change Dist to 18 or even 1.
With a Dist = 18, use White*100 in your light_source.
If you use Dist = 1, then you should use White*32400.


Alain


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