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> "Bald Eagle" <cre### [at] netscape net> wrote:
>
> Looks like you have pretty much fixed the issue then, I think you could improve
> the lighting by using light_fading and area lights though see attached all I
> changed is the light_source to be:
>
> #declare Bulb =
> light_source {<0, 3.5, 0> rgb <1, 1, 1>*1
> looks_like {
> Round_Cone2( <0, -2.4, 0>, 0.95, <0, 0.7, 0>, 1.80, 1 )
> texture {LightBulb_Glass}
> double_illuminate
> //light_source {<0, 3.5, 0> rgb <1, 1, 1>*0.4}
> scale 0.8
> }
> area_light
> <-0.5, 0, -0.5> <0.5 0, 0.5> // lights spread
> out across this distance (x * z)
> 4, 4 // total number of lights
> in grid (4x*4z = 16 lights)
> area_illumination on
> adaptive 0 // 0,1,2,3...
> jitter // adds random softening
> of light
> circular // make the shape of the
> light circular
> orient // orient light
> fade_distance 50
> fade_power 2
> }
>
> Rendered with radiosity on using the basic settings from the insert menu.
>
> have you also thought about using media to make a glow effect where the bulb is,
> will slow things down a bit but is a nice effect.
>
> Sean
>
A small advice on using fading lights:
It's usualy recomended to set fade_distance to the width of the
area_light and adjust the intensity of the light as needed.
In your case, the area_light is 0.5 unit whide, you adjust as follow:
light_source {<0, 3.5, 0> rgb <1, 1, 1>*100*100
area_light 0.5*x 0.5*y
5 5 // prefer to use 5, 9, 17, 33, 65, ...
adaptive 0
circular orient
fade_power 2
fade_distance 1
}
If you use a 33 by 33 array for the area_light, with adaptive 0, it's
not realy slower than 4 by4 and may not require the use of jitter.
Using a small area_light jittered array with antialiasing can slow you
down as the noise caused by the jittering will force antialiasing in
area where it's not otherwise needed.
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