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I added one long-requested feature to the codebase, namely support for
area-light diffuse and specular lighting. This means that with a switch
you can make area lights not only affects shadows but also illumination.
The result will be the same as when using an explicit grid of point light
sources, but faster.
At least for now the full illumination will by default be off (so it
will work as currently), but it can be turned on with a new keyword inside
the light_source definition block.
Example:
This is an image rendered with a regular old area_light (rendered with
"-w800 -h600 +a0.1 +am2"):
http://warp.povusers.org/images/arealighttest1.jpg
It took 13 seconds to render in my computer.
This is the same scene, but the area light has been replaced with the
equivalent grid of point lights:
http://warp.povusers.org/images/arealighttest2.jpg
This took 1 min 51 seconds to render.
This is, again, the area_light, but with the new full area lighting
feature turned on:
http://warp.povusers.org/images/arealighttest3.jpg
This took 36 seconds to render.
As always, new features are experimental and thus will require extensive
testing.
--
- Warp
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This'll be nice - and a lot more intuitive.
Charles
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That's wonderful news! looks definetely realistic!
all hail Warp! :D
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Warp nous apporta ses lumieres en ce 2007/11/03 18:57:
> I added one long-requested feature to the codebase, namely support for
> area-light diffuse and specular lighting. This means that with a switch
> you can make area lights not only affects shadows but also illumination.
> The result will be the same as when using an explicit grid of point light
> sources, but faster.
> At least for now the full illumination will by default be off (so it
> will work as currently), but it can be turned on with a new keyword inside
> the light_source definition block.
>
> Example:
>
> This is an image rendered with a regular old area_light (rendered with
> "-w800 -h600 +a0.1 +am2"):
>
> http://warp.povusers.org/images/arealighttest1.jpg
>
> It took 13 seconds to render in my computer.
>
> This is the same scene, but the area light has been replaced with the
> equivalent grid of point lights:
>
> http://warp.povusers.org/images/arealighttest2.jpg
>
> This took 1 min 51 seconds to render.
>
> This is, again, the area_light, but with the new full area lighting
> feature turned on:
>
> http://warp.povusers.org/images/arealighttest3.jpg
>
> This took 36 seconds to render.
>
> As always, new features are experimental and thus will require extensive
> testing.
>
Looks very promising.
Waiting for the chance of testing it.
--
Alain
-------------------------------------------------
Grabel's Law: 2 is not equal to 3 -- not even for large values of 2.
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That looks very good indeed! Thanks Warp!
Thomas
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Wondeful! Thanks Warp!
Bruno
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Oooohh, new toy. Thanks!
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Warp wrote:
> I added one long-requested feature to the codebase, namely support for
> area-light diffuse and specular lighting.
Good work.
Especially the "reflection" on the table surface looks dramatically more
realistic with correct lighting. It's all good!
Now if you could also add feature XYZ as well... ;-)
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Orchid XP v7 <voi### [at] devnull> wrote:
> Now if you could also add feature XYZ as well... ;-)
If it's not something which will require me to work for a week
10 hours a day, or something which will require a rewrite of the
parser, I'mlistening.
--
- Warp
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Warp wrote:
> Orchid XP v7 <voi### [at] devnull> wrote:
>> Now if you could also add feature XYZ as well... ;-)
>
> If it's not something which will require me to work for a week
> 10 hours a day, or something which will require a rewrite of the
> parser, I'mlistening.
Well... how hard would it be to make is so that if you use a normal
object with a nonzero "ambient" setting to make a "light source" in
radiosity mode, you get specular hilights?
[Wait, is radiosity working in the beta yet? *checks release notes*]
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