POV-Ray : Newsgroups : povray.general : Light Fading Validation : Re: Light Fading Validation Server Time
3 May 2024 01:21:40 EDT (-0400)
  Re: Light Fading Validation  
From: Alain
Date: 31 Aug 2017 12:17:09
Message: <59a83685@news.povray.org>
Le 17-08-31 à 05:12, Motive17 a écrit :
> Good morning to all,
> my issue is relative to the validation of the light fading law applied by
> POV-Ray.
> 

To get acurate results, you need to use assumed_gamma 1.
The value that you measure in your graphic/paint/image editing programm 
are affected by your system gamma setting, and it's handling quality.

In
light_source {
              Light_Location
              color rgb 1 * LightFactor
              fade_distance 1
              fade_power 0
              media_interaction off
       }
and change
  #declare LightFactor = 1/dist;
to
  #declare LightFactor = dist;

you should use rgb pow(LightFactor, 2) and fade_power 2
Using fade_power gives you a non-fading light. It's the same as if you 
did not use fade_distance and fade_power at all.
Using fade_power 1 would simulate fading in a 2D space.
fade_power 2 gives realistic fading relative to the distance from the 
light source.

For your plane, in this case, reflection is meaningless as ther is 
nothing to reflect. specular is used to simulate the reflection of the 
actual light_source.


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