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Is there a command to make a LightSys light source like a CSG object? I
haven't discovered one yet but am assuming one was created.
Thanks!
Mike
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On 6/4/2010 4:53 AM, SharkD wrote:
> Is there a command to make a LightSys light source like a CSG object? I
> haven't discovered one yet but am assuming one was created.
>
> Thanks!
>
>
> Mike
Also, what is the proper way to scale the Lumens parameter of a light
source?
Let's say you are modeling the sun, and in your scene the sun is A units
away. How do I decrease/increase lumens to match?
Mike
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Le 2010-06-04 05:10, SharkD a écrit :
> On 6/4/2010 4:53 AM, SharkD wrote:
>> Is there a command to make a LightSys light source like a CSG object? I
>> haven't discovered one yet but am assuming one was created.
>>
>> Thanks!
>>
>>
>> Mike
>
> Also, what is the proper way to scale the Lumens parameter of a light
> source?
>
> Let's say you are modeling the sun, and in your scene the sun is A units
> away. How do I decrease/increase lumens to match?
>
>
> Mike
If the light is non-fading, there is no need to scale it's parameters
other than it's distance.
If you use an area_light, you need to adjust it's size relative to it's
distance if you want to keep the same penumbrae. Scale the size by the
same value as the distance.
Whenever you have a fading light_source, you can scale the fading using
fade_distance.
Another option is to change the intensity of the light itself.
With fade_power 2, if you put the light twice farther, you can ether
double the fade_distance and keep the same intensity OR quadruple the
intensity and keep the same fade_distance.
NEVER use multiple coincident lights. It uselessly increase the
rendering time.
Alain
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On 6/4/2010 12:02 PM, Alain wrote:
> If the light is non-fading, there is no need to scale it's parameters
> other than it's distance.
>
> If you use an area_light, you need to adjust it's size relative to it's
> distance if you want to keep the same penumbrae. Scale the size by the
> same value as the distance.
>
> Whenever you have a fading light_source, you can scale the fading using
> fade_distance.
> Another option is to change the intensity of the light itself.
>
> With fade_power 2, if you put the light twice farther, you can ether
> double the fade_distance and keep the same intensity OR quadruple the
> intensity and keep the same fade_distance.
>
> NEVER use multiple coincident lights. It uselessly increase the
> rendering time.
>
>
>
> Alain
I don't think the light uses fade_distance, thanks.
--
http://isometricland.com
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El 04/06/10 11:10, SharkD escribió:
> On 6/4/2010 4:53 AM, SharkD wrote:
>> Is there a command to make a LightSys light source like a CSG object?
>> I haven't discovered one yet but am assuming one was created.
No, but you can just attach anything using looks_like. For example, on the
demo_outdoor scene, you can modify the sun light to this:
light_source{
SolarPosition
Light_Color(SunColor,6)
looks_like{...}
}
> Also, what is the proper way to scale the Lumens parameter of a light
> source?
>
> Let's say you are modeling the sun, and in your scene the sun is A units
> away. How do I decrease/increase lumens to match?
Unfortunately, the Skylight model included in Lightsys doesn't take care
of this... you have to set it arbitrarily. Lumens in Lightsys are just a way
to allow setting proportional intensities between different lights in the
same scene. So, if you only have a sun light, just set the Lumens to some
amount that lights sufficiently your scene.
Regards,
--
Jaime Vives Piqueres
http://www.ignorancia.org
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On 6/5/2010 3:30 AM, Jaime Vives Piqueres wrote:
> El 04/06/10 11:10, SharkD escribió:
>> On 6/4/2010 4:53 AM, SharkD wrote:
>>> Is there a command to make a LightSys light source like a CSG object?
>>> I haven't discovered one yet but am assuming one was created.
>
> No, but you can just attach anything using looks_like. For example, on the
> demo_outdoor scene, you can modify the sun light to this:
>
> light_source{
> SolarPosition
> Light_Color(SunColor,6)
> looks_like{...}
> }
That works, thanks.
--
http://isometricland.com
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