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In one of my scenes, I have constructed my own area light by placing
multiple point lights using spherical coordinates, so that a bulb or sun
is simulated and shadows are smoothed a bit.
////////////////////////////////////////////////////////////////////
#if (Toggle_Area_Light = true)
// my version of an area light, very slow
#local light_radius = RWorld_sun_radius;
#local light_theta = 0;
#local light_theta_num = 8;
#local light_theta_dif = 2 * pi/light_theta_num;
#local light_phi_num = 4;
#local light_phi_dif = pi/light_phi_num;
#declare light_lumens = 2/light_theta_num/light_phi_num; // float
#declare light_temp = Daylight(5800); // float
#declare light_color = Light_Color(light_temp,light_lumens); // vector
#for (i, 1, light_theta_num)
#local light_phi = 0;
#for (j, 1, light_phi_num)
#local light_x = light_radius * cos(light_theta) * sin(light_phi);
#local light_y = light_radius * cos(light_phi);
#local light_z = light_radius * sin(light_theta) * sin(light_phi);
light_source
{
<light_x, light_y, light_z>
light_color
}
#local light_phi = light_phi + light_phi_dif;
#end
#local light_theta = light_theta + light_theta_dif;
#end
#else
#declare light_lumens = 2; // float
#declare light_temp = Daylight(5800); // float
#declare light_color = Light_Color(light_temp,light_lumens); // vector
// #declare light_color = light_color * light_color;
light_source
{
0
light_color
}
#end
////////////////////////////////////////////////////////////////////
However, IIRC, POV-Ray's own area light syntax allows for similar
effects. What are the advantages of POV-Ray area lights over the method
I selected above?
Thanks.
Mike
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