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From: Thomas de Groot
Subject: Re: Lighted vs unlighted texture
Date: 17 May 2017 03:00:11
Message: <591bf4fb$1@news.povray.org>
On 16-5-2017 18:37, Bald Eagle wrote:
> I was talking with Stephen about some scene elements,
> and was wondering if there were a way to have directly lighted surfaces of an
> object show one texture, and any unlighted / indirectly lighted surfaces have
> another.
>
> The obvious way would be to construct the object in 2 parts - split by a plane
> the light source is perpendicular to, and assign each half a different texture.
> Though I was hoping for something a bit more elegant, easier, and allowing a
> smoother transition.
>
>
>
>

Would aoi (angle of incidence) be the answer?

-- 
Thomas


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From: clipka
Subject: Re: Lighted vs unlighted texture
Date: 17 May 2017 06:15:00
Message: <web.591c22626a9a8b37350257320@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:
> On 16-5-2017 18:37, Bald Eagle wrote:
> > I was talking with Stephen about some scene elements,
> > and was wondering if there were a way to have directly lighted surfaces of an
> > object show one texture, and any unlighted / indirectly lighted surfaces have
> > another.
> >
> > The obvious way would be to construct the object in 2 parts - split by a plane
> > the light source is perpendicular to, and assign each half a different texture.
> > Though I was hoping for something a bit more elegant, easier, and allowing a
> > smoother transition.
> >
> >
> >
> >
>
> Would aoi (angle of incidence) be the answer?

No; `aoi` depends on the angle between the surface and the camera ray.


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From: Thomas de Groot
Subject: Re: Lighted vs unlighted texture
Date: 17 May 2017 07:04:21
Message: <591c2e35$1@news.povray.org>
On 17-5-2017 12:13, clipka wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 16-5-2017 18:37, Bald Eagle wrote:
>>> I was talking with Stephen about some scene elements,
>>> and was wondering if there were a way to have directly lighted surfaces of an
>>> object show one texture, and any unlighted / indirectly lighted surfaces have
>>> another.
>>>
>>> The obvious way would be to construct the object in 2 parts - split by a plane
>>> the light source is perpendicular to, and assign each half a different texture.
>>> Though I was hoping for something a bit more elegant, easier, and allowing a
>>> smoother transition.
>>>
>>>
>>>
>>>
>>
>> Would aoi (angle of incidence) be the answer?
>
> No; `aoi` depends on the angle between the surface and the camera ray.
>
>
Would there be a way to 'tweak' this somehow?  I know that the obvious 
answer is 'no' but I keep wondering...

-- 
Thomas


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From: William F Pokorny
Subject: Re: Lighted vs unlighted texture
Date: 17 May 2017 07:50:53
Message: <591c391d$1@news.povray.org>
On 05/16/2017 12:37 PM, Bald Eagle wrote:
> I was talking with Stephen about some scene elements,
> and was wondering if there were a way to have directly lighted surfaces of an
> object show one texture, and any unlighted / indirectly lighted surfaces have
> another.
> 
> The obvious way would be to construct the object in 2 parts - split by a plane
> the light source is perpendicular to, and assign each half a different texture.
> Though I was hoping for something a bit more elegant, easier, and allowing a
> smoother transition.
> 
> 
> 
> 
If the shapes / light involved are not too complex, perhaps using the 
new to 3.7.1 user_defined pigment feature and layered textures where the 
transmission value for the top texture{pigment} is set up to depend upon 
the light to shape surface "aoi" relationship...

Bill P.


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From: Bald Eagle
Subject: Re: Lighted vs unlighted texture
Date: 17 May 2017 08:00:00
Message: <web.591c3b1d6a9a8b37c437ac910@news.povray.org>
See animation posted in binaries/animations.

Looks like slope {point_at .....} works pretty well   :)


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From: clipka
Subject: Re: Lighted vs unlighted texture
Date: 17 May 2017 09:08:36
Message: <591c4b54$1@news.povray.org>
Am 17.05.2017 um 13:04 schrieb Thomas de Groot:

>>> Would aoi (angle of incidence) be the answer?
>>
>> No; `aoi` depends on the angle between the surface and the camera ray.
>>
>>
> Would there be a way to 'tweak' this somehow?  I know that the obvious
> answer is 'no' but I keep wondering...

You mean, something like the `slope` pattern with the (new in 3.7)
`point_at` syntax? ;)


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From: Kenneth
Subject: Re: Lighted vs unlighted texture
Date: 17 May 2017 11:35:01
Message: <web.591c6cb06a9a8b37883fb31c0@news.povray.org>
[somewhat off-topic...]

Sorry to ask a dumb question, but is the 'aoi' pattern the same as a 'proximity'
pattern? Do the two descriptors actually mean the same thing?


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From: Thomas de Groot
Subject: Re: Lighted vs unlighted texture
Date: 18 May 2017 02:51:54
Message: <591d448a$1@news.povray.org>
On 17-5-2017 15:08, clipka wrote:
> Am 17.05.2017 um 13:04 schrieb Thomas de Groot:
>
>>>> Would aoi (angle of incidence) be the answer?
>>>
>>> No; `aoi` depends on the angle between the surface and the camera ray.
>>>
>>>
>> Would there be a way to 'tweak' this somehow?  I know that the obvious
>> answer is 'no' but I keep wondering...
>
> You mean, something like the `slope` pattern with the (new in 3.7)
> `point_at` syntax? ;)
>

Hmm... that's something I have not tried yet...

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Lighted vs unlighted texture
Date: 18 May 2017 03:10:12
Message: <591d48d4$1@news.povray.org>
On 17-5-2017 17:30, Kenneth wrote:
> [somewhat off-topic...]
>
> Sorry to ask a dumb question, but is the 'aoi' pattern the same as a 'proximity'
> pattern? Do the two descriptors actually mean the same thing?
>
>

I would say no. As Christoph rightly point out, the aoi pattern 
considers the angle between the camera ray and the surface of the 
object. the proximity pattern is a sophisticated slope pattern as far as 
I understand it (which is very fragmentary).

-- 
Thomas


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From: Kenneth
Subject: Re: Lighted vs unlighted texture
Date: 18 May 2017 10:30:01
Message: <web.591daf856a9a8b37883fb31c0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

>
> I would say no. As Christoph rightly point out, the aoi pattern
> considers the angle between the camera ray and the surface of the
> object. the proximity pattern is a sophisticated slope pattern as far as
> I understand it (which is very fragmentary).
>

Thanks. That actually clears up a long-standing mystery for me.


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