POV-Ray : Newsgroups : povray.general : The question about of projected through option : Re: The question about of projected through option Server Time
25 Apr 2024 01:40:29 EDT (-0400)
  Re: The question about of projected through option  
From: Stephen
Date: 15 Dec 2017 10:41:05
Message: <5a33ed11@news.povray.org>
On 15/12/2017 15:08, William F Pokorny wrote:
> I know of no built in way to strictly get a conical light source where 
> all the rays are at 45 degrees relative to some light source axis.

I thought you could but I can't get it to work.

Below is the code I got working for LH coordinates.
What puzzles me is that I had to rotate the light source by 180° to get 
the light to show.



////////////////////////////

#version 3.6;

background { colour rgb <0.000,0.000,0.000> }

// 
****************************************************************************
// referenced scene items and forced visible scene items declaration begin
// 
****************************************************************************

#declare Blue_White_Tiles2 =
texture {
   checker
   texture {
     pigment {
       colour rgbft <1.000,1.000,1.000,0.000,0.000>
     }

     finish {
       ambient     rgb <0.100,0.100,0.100>
       brilliance  1.000
       crand       0.000
       diffuse     0.600
       metallic    0.000
       phong       0.000
       phong_size  40.000
       specular    0.000
       roughness   0.249
       reflection {
         rgb <0.100,0.100,0.100>, rgb <0.000,0.000,0.000>
         fresnel   0
         falloff   0.000
         exponent  1.000
         metallic  0.000
       }
     }

   }

   texture {
     pigment {
       colour rgbft <0.000,0.502,1.000,0.000,0.000>
     }

     finish {
       ambient     rgb <0.100,0.100,0.100>
       brilliance  1.000
       crand       0.000
       diffuse     0.600
       metallic    0.000
       phong       0.000
       phong_size  40.000
       specular    0.000
       roughness   0.249
       reflection {
         rgb <0.100,0.100,0.100>, rgb <0.000,0.000,0.000>
         fresnel   0
         falloff   0.000
         exponent  1.000
         metallic  0.000
       }
     }

   }

   rotate    <0.0,0.0,180.000>
   rotate    <-90.000,0.0,0.0>
   scale     <-300.000,-300.000,-1000.000>
   rotate    <90.000,0.000,-180.000>
   rotate    <0.000,-180.000,0.000>
   scale     <0.010,0.010,0.010>
}

#declare Object1 =
torus {
   0.100000,0.050000
   sturm
   translate <0.000000,0.366564,0.000000>
}  // end Object1

#declare Camera0 =
camera {
   perspective
   location <-0.006,12.002,-10.392>
   up y
   right -1.333*x
   angle 33.000
   sky <0.000,0.655,0.756>
   look_at < 0.000, 0.000, 0.000 >
}  // end Camera0


// 
****************************************************************************
// referenced scene items and forced visible scene items declaration end
// 
****************************************************************************

light_source {  // Light_Source1
   < 0.000000, 0.000000, 0.000000 >, colour rgb <1.000,0.000,1.000>*10.000
   fade_power 0.000
   fade_distance 100.000
   media_attenuation off
   media_interaction on
   projected_through {Object1}
   rotate    <180.000000,0.000000,0.000000>
   translate <0.000000,1.275000,0.000000>
}  // end Light_Source1

union {  // Lights
   light_source {  // Shadowless_Light_Source0
     < 0.000000, 0.000000, 0.000000 >, colour rgb <1.000,1.000,1.000>
     fade_power 0.000
     fade_distance 100.000
     media_attenuation off
     media_interaction on
     shadowless
     translate <15.811000,100.000000,-200.977356>
   }  // end Shadowless_Light_Source0

   light_source {  // Light_Source0
     < 0.000000, 0.000000, 0.000000 >, colour rgb <1.000,1.000,1.000>
     fade_power 0.000
     fade_distance 100.000
     media_attenuation off
     media_interaction on
     translate <-24.636320,55.859425,-195.075000>
   }  // end Light_Source0

   translate <0.000000,0.000000,-74.423000>
}  // end Lights

plane {  // Plane1
   y , 0
   texture{ Blue_White_Tiles2 }
   translate <0.000000,-1.964000,0.000000>
}  // end Plane1


camera{ Camera0 }




-- 

Regards
     Stephen


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