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From: Kenneth
Subject: Re: area light definition--some clarification?
Date: 31 Jan 2007 11:35:01
Message: <web.45c0c448ca28f3be6a06096b0@news.povray.org>
"Kenneth" <kdw### [at] earthlinknet> wrote:

>>Likewise, using rgbf <1,0,0,.5> would cast a reddish,
> variable-density shadow.
>

Actually, using rgbft is better; varying f and t produces any shade or
density of shadow.

SO... after *finally* getting around to rendering my "two identical objects"
experiment using an area light, I discovered something interesting: The
order of the two objects in the scene file -- which one comes first --
becomes important. My original test used just a single point light, to
prove the concept; and the order didn't matter.  But with an area light,
the order DOES matter.  The no_image sphere--the one casting the
shadow--has to come first in the code, otherwise NO shadow is produced.
I'll leave it up to more brilliant minds than mine to figure out why that
is so.  :-) But the trick works quite well, even using rgbft as above, with
no shadow problems that I can see.

Ken


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From: Kenneth
Subject: Re: area light definition--some clarification?
Date: 31 Jan 2007 12:05:01
Message: <web.45c0cbd0ca28f3be6a06096b0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:

>   POV-Ray uses the phong reflection model
> (http://en.wikipedia.org/wiki/Phong_reflection_model) for highlights...

Thanks. (The page also contains a link to an explanation of "dot product,"
another useful read for me.)

KW


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From: Alain
Subject: Re: area light definition--some clarification?
Date: 31 Jan 2007 17:41:13
Message: <45c11b09$1@news.povray.org>
Kenneth nous apporta ses lumieres en ce 29-01-2007 04:46:
> "Kenneth" <kdw### [at] earthlinknet> wrote:
>> ...in
>> experiments I've done, using two simple spheres (one with no_shadow, one
>> with no_image) and a single point light just for simplicity, what I see is
>> that the final shadow, cast onto a white ground plane, is still quite dark.
>> *Almost* black...

> I took a more critical look at my own test image, and I have to conclude
> that the final shadow isn't "almost black," it IS black. The shadow (from
> the no_image sphere) is somehow taking complete precedence. There's no
> "brightness mixing" at all. Odd, but interesting. Perhaps that's just the
> logical operation of POV's shadow calculations.

> Meanwhile, my little test has presented another useful trick, something I've
> been pondering for awhile but couldn't figure out how to do, until now:
> creating a variable-density shadow. By making the pigment of the no_image
> sphere something like rgbt <1,0,0,.5> (the rgb components don't really
> matter), its shadow can be made more or less dense/dark. So that an object
> that appears to be solid (the no_shadow sphere, in my case) can cast a
> variable-darkness shadow.  May not be physically realistic, but could be a
> useful artistic tool. Likewise, using rgbf <1,0,0,.5> would cast a reddish,
> variable-density shadow.

> Ken


Are you using light_group? In that case, if the no_shadow object is in a group 
with a given light source, that light will only illuminate that object, unless I 
missunderstood the working of a light_group.

-- 
Alain
-------------------------------------------------
Don't try so hard, the best things come when you least expect them to.


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From: Kenneth
Subject: Re: area light definition--some clarification?
Date: 1 Feb 2007 15:50:00
Message: <web.45c251aaca28f3bea73a05bd0@news.povray.org>
Alain <ele### [at] netscapenet> wrote:

> Are you using light_group? In that case, if the no_shadow object is in a group
> with a given light source, that light will only illuminate that object, unless I
> missunderstood the working of a light_group.
>

Nope, no light_group.  But I think your understanding is correct.

You're question gives me some more thoughts. I'll try these tricks with a
light_group, to see if anything odd or interesting pops up.

KW


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