POV-Ray : Newsgroups : povray.general : Light source performance impact problems : Re: Light source performance impact problems Server Time
3 Aug 2024 16:19:18 EDT (-0400)
  Re: Light source performance impact problems  
From: Rafal 'Raf256' Maj
Date: 3 Jan 2004 18:13:35
Message: <Xns9466207D2E17raf256com@204.213.191.226>
cyb### [at] socketnet
news:Xns9465AF0B848F7cybermans.pov.posts.@204.213.191.226 

> Should I make a 'IF' statement for creating the light sources based on
> the camera location? (they have a quick fall off so they look real.) 

Yes, it's quite good work-around

> Is it possible to use 'black' fog to fade parts of the scene 'unseen'
> etc? 

I use fog sometimes in simmilar ocasions.
 
> Suggestions?
> Commentaries?

I had simmilar problem (scene wih 100-200 small fast-fading lights).
It would be a good ida IMHO to add

light_source {
  ...
  cut_off [distance n.n | lightness n.n]
}

and when distance between a point and light is > n.n then this light source 
will not be taken into account when calculating color in this point (or in 
shadow calculations). In lightness n.n version the distance D is calculated  
bade on minimal brightes.


-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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