POV-Ray : Newsgroups : povray.newusers : Lighting : Re: Lighting Server Time
30 Jul 2024 20:23:46 EDT (-0400)
  Re: Lighting  
From: Felbrigg
Date: 5 Feb 2004 07:14:42
Message: <402233b2$1@news.povray.org>
Where to begin?

The second coloured light, had me foxed at first, I couldn't see the
difference until I opened "before" and "after" side by side in paint shop.
It does improove the scene - Good Tip.

Specular highlighting, hmm,  rendered it despite my misgivings and at first
I thought I was right and you were wrong, again, side by side in Paint shop
and WOW, it is better, you were right.  It gives better definition to the
spill, allowing the liquids edge to look truely curved.

Coffee colouring, nice.  I'd tried rgbf and rgbt but you hit me with a new
one there, rgbft, again WOW.

Reflection and specular on the table, didn't see that one coming.  Took me a
while to see a difference, It seems to have made the light source have a
sharper definition on the table top.  Is that it?  Can you give me any
pointers as to why you suggested this, what am I missing?

I'm struggling with this lighting stuff,  so much of it seems
counter-intuitive to me.  Your pointers have been really eye - opening.
Thanks very much.

P.S. I see from your other posts your a 'C' man.  Scary stuff, the nearest
I've got to that is C# what I call "the laymans C".  Do you know if it
possible to use C# to fire off PovRay like (i think) Moray does.  I've often
thought about writing a Win32 app to automate some animation experiments,
thus freeing me from the clock and frames constraints.


"Dan P" <dan### [at] yahoocom> wrote in message
news:4021b140$1@news.povray.org...
> Oh, and I forgot about the table too! A little reflection there and a
little
> specular highlight and BAM (to steal from Emeril)!
>
> #include "colors.inc"
> #include "textures.inc"
> #include "shapes.inc"
>
>
> #declare SnakeWood =
> texture {  /* Bottom wood-grain layer */
>     pigment {
>         wood
>         turbulence 0.05
>         color_map {
>             [0.00 rgb <0.58, 0.45, 0.23>]
>             [0.34 rgb <0.65, 0.45, 0.25>]
>             [0.40 rgb <0.33, 0.23, 0.13>]
>             [0.47 rgb <0.60, 0.40, 0.20>]
>             [1.00 rgb <0.25, 0.15, 0.05>]
>         }
>     }
>     finish {
>         crand 0.02
>         //ambient 0.32
>         diffuse 0.63
>         phong 0.2
>         phong_size 10
>     }
>     normal { bumps 0.05 }
> }
> texture {     /* top layer, adds small dark spots */
>     pigment {
>         bozo
>         color_map {
>             [0.0 rgbt <1.00, 1.00, 1.00, 1.00>]
>             [0.8 rgbt <1.00, 0.90, 0.80, 0.80>]
>             [1.0 rgbt <0.30, 0.20, 0.10, 0.40>]
>         }
>     scale 0.25
>     }
> }
>
>
> // New stuff -- DAP
> light_source
> {
>   <60, 20, -50>
>   color rgb <0.2, 0.25, 0.3>
>   shadowless
> }
>
> sky_sphere
> {
>  pigment
>  {
>   wrinkles
>
>   color_map
>   {
>    [0, rgb <0, 0, 0> ]
>    [1, rgb <0.7, 0.6, 0.5> ]
>   }
>
>   scale <0.1, 0.1, 0.1>
>  }
> }
>
>
>
>
>
>
> light_source {<-20, 20, 0> color White area_light  <5, 0, 0>, <0, 0, 5>,
11,
> 11 adaptive 1 jitter photons { refraction on reflection on } }
>
> camera  {
>         location <0,10,-25> look_at <0,0,0>
>        }
>
> //background { Black }//color <0.25,0.35,0.80> }
> box     {
>         <-1,-1,-1>,
>         <1,1,1>
>         texture {
>                 pigment { Red }
>                 }
>         scale <2,2,2>
>         rotate <0,-15,0>
>         translate <2,1,10>
>         }
> box     {
>         <-1,-1,-1>,
>         <1,1,1>
>         texture {
>                 pigment { Red }
>                 }
>         scale <2,2,2>
>         rotate <0,-16,0>
>         translate <2,1,-9>
>         }
> cylinder{
>         <-1,-1,-1>,
>         <1,1,1>,
>         1
>         texture {
>                 pigment { White*2 }
>                 }
>         scale <1,5,1>
>         translate <-7,3,0>
>         }
>
> plane   { <0, 1, 0>, -0.001
>         texture { SnakeWood }//pigment { checker pigment{Red},
> pigment{White} } scale <10,10,10> rotate <0,43,0>}
>         finish { specular 0.3 reflection 0.15 }
>         }
>
> #declare Point1 = <-10,1,10>;
> #declare Point2 = <-10,1,0>;
> #declare Point3 = <-10,1,-10>;
> #declare Point4 = <0,1,-10>;
> #declare Point5 = <10,1,-10>;
> #declare Point6 = <15,1,2>;     //<10,1,0>;
> #declare Point7 = <10,1,2>;    //<10,1,10>;
> #declare Point8 = <0,1,10>;
> #declare Point9 = <-14,1,12>; //<-10,1,10>;
> #declare Point10 = <-10,1,0>;
> #declare Point11 = <-10,1,-10>;
>
> merge {
> // outside of the puddle
> sphere_sweep {
>         cubic_spline
>         11,
>         Point1,1
>         Point2,1
>         Point3,1
>         Point4,1
>         Point5,1
>         Point6,1
>         Point7,1
>         Point8,1
>         Point9,1
>         Point10,1
>         Point11,1
>         }
>
> // inside of the puddle
> prism {
>     cubic_spline
>     0, // sweep the following shape from here ...
>     2, // ... up through here
>     11, // the number of points making up the shape ...
>         <Point1.x,Point1.z>,
>         <Point2.x,Point2.z>,
>         <Point3.x,Point3.z>,
>         <Point4.x,Point4.z>,
>         <Point5.x,Point5.z>,
>         <Point6.x,Point6.z>,
>         <Point7.x,Point7.z>,
>         <Point8.x,Point8.z>,
>         <Point9.x,Point9.z>,
>         <Point10.x,Point10.z>,
>         <Point11.x,Point11.z>
>   }
>
>         hollow
>         texture {
>                 pigment {
>                  rgbft <0.2, 0.16, 0, 0.8, 0.3>
>                         //Clear // rgbt <0.858824,0.576471,0.439216>
>                         }
>                 finish  {
>                         reflection { 0.1,0.9 }
>                         specular 0.5
>                         }
>                 }
>         interior        {
>                         ior Water_Ior
>                         }
>         translate <0,-1.5,0>
>
>  }
>
>


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