POV-Ray : Newsgroups : povray.binaries.images : Two spheres (59.7KB) Server Time
25 Apr 2024 04:58:23 EDT (-0400)
  Two spheres (59.7KB) (Message 9 to 18 of 18)  
<<< Previous 8 Messages Goto Initial 10 Messages
From: Tor Olav Kristensen
Subject: Re: Two spheres (59.7KB)
Date: 26 Apr 2000 21:21:26
Message: <390794D0.24EE49B8@online.no>
Steve wrote:

> I like it, it's made it into the future wallpaper folder.

I'm glad you like it!

Maybe I should try it as a wallpaper too.

Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


Post a reply to this message

From: Bob Hughes
Subject: Re: Two spheres (59.7KB)
Date: 26 Apr 2000 21:23:50
Message: <390796a6@news.povray.org>
By "diffuse" lighting I'm sure that's meant to be 'area_light' put into the
'light_source' statement.  Gives it that fuzzy shadow look.
The global ambient would indeed ruin this picture.  What I meant was
the 'ambient' increase only in the red background object.  Of course,
that would also mean lowering either the color values or 'diffuse' in order
to keep the same color intensity for the part still in the light.

Bob

"Tor Olav Kristensen" <tto### [at] onlineno> wrote in message
news:3907937E.D2641389@online.no...
|
| David Fontaine wrote:
|
| > A little softening of the shadows would help.
|
| I agree, but I'm not sure how to do that.
| I have tried to increase the ambient_light, but then I lost some
| contrast.
|
| > Nice colors!
|
| Thank you.
|
| But I have to agree that I just copied a colour that Bob Hughes used
| in some code when he replied on one of my postings:
|
| gradient y color_map {[0,1 color rgb <.9,.2,.1> color rgb <.2,.4,.8>]}
|
| Tor Olav
| --
| mailto:tor### [at] hotmailcom
| http://www.crosswinds.net/~tok/tokrays.html
|
|


Post a reply to this message

From: David Fontaine
Subject: Re: Two spheres (59.7KB)
Date: 26 Apr 2000 21:32:14
Message: <3907980E.9D8EDA88@faricy.net>
Tor Olav Kristensen wrote:

> > A little softening of the shadows would help.
>
> I agree, but I'm not sure how to do that.
> I have tried to increase the ambient_light, but then I lost some
> contrast.

light_source { .... area_light <axis_1> <axis_2> size1 size2 [adaptive
[n]] [jitter [n]] }
The axes define the rectangular area the light_source occupies. The
"sizes" are actually resolutions, size1*size2 is the number of lights POV
must calculate for, more is better but slower.
jitter "jitters" the lights a bit for each pixel to eliminate banding, but
can sometimes give grainy results. A number after it is a multiplier used
on the default ammount of jittering.
adaptive makes POV use further subsampling based on contrast between
neighboring rays to further eliminate banding. Adaptive will not go beyond
<size1,size2> in resolution. Because adaptive can give innacurate results
by not filling in all areas, a number after it specifies the minimum
number of times the array is subsampled before adaptive sampling is used.

example: light_source { .... x*10 z*10 5 5 adaptive 1 }
this creates a 10x10 light along the x-z plane at whatever location, uses
a minimum of 9 rays per sample (3x3; the corners [adaptive 0] and then one
subdivision [adaptive 1]) and may use up to 25.

if you are still confused read the docs

--
David Fontaine     <dav### [at] faricynet>    ICQ 55354965
Please visit my website: http:/www.faricy.net/~davidf/


Post a reply to this message

From: Tor Olav Kristensen
Subject: Re: Two spheres (59.7KB)
Date: 26 Apr 2000 21:37:42
Message: <39079898.EEAA6176@online.no>
Bob Hughes wrote:

> By "diffuse" lighting I'm sure that's meant to be 'area_light' put into the
> 'light_source' statement.  Gives it that fuzzy shadow look.
> The global ambient would indeed ruin this picture.  What I meant was
> the 'ambient' increase only in the red background object.  Of course,
> that would also mean lowering either the color values or 'diffuse' in order
> to keep the same color intensity for the part still in the light.

Thank you again.

I'll try your suggestions.

Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


Post a reply to this message

From: Ken
Subject: Re: Two spheres (59.7KB)
Date: 26 Apr 2000 21:43:01
Message: <39079A85.C88D4957@pacbell.net>
Tor Olav Kristensen wrote:

> I have tried to increase the ambient_light value but then I loose contrast
> in the picture and the hexagons and pentagons becomes difficult to see.
> 
> Any suggestions?

Area lights can help soften shadows without adding too much extra brightness
to the scene.

-- 
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


Post a reply to this message

From: Tor Olav Kristensen
Subject: Re: Two spheres (59.7KB)
Date: 26 Apr 2000 21:44:42
Message: <39079A3C.E884279A@online.no>
David Fontaine wrote:

> light_source { .... area_light <axis_1> <axis_2> size1 size2 [adaptive
> [n]] [jitter [n]] }
> The axes define the rectangular area the light_source occupies. The
> "sizes" are actually resolutions, size1*size2 is the number of lights POV
> must calculate for, more is better but slower.
> jitter "jitters" the lights a bit for each pixel to eliminate banding, but
> can sometimes give grainy results. A number after it is a multiplier used
> on the default ammount of jittering.
> adaptive makes POV use further subsampling based on contrast between
> neighboring rays to further eliminate banding. Adaptive will not go beyond
> <size1,size2> in resolution. Because adaptive can give innacurate results
> by not filling in all areas, a number after it specifies the minimum
> number of times the array is subsampled before adaptive sampling is used.
>
> example: light_source { .... x*10 z*10 5 5 adaptive 1 }
> this creates a 10x10 light along the x-z plane at whatever location, uses
> a minimum of 9 rays per sample (3x3; the corners [adaptive 0] and then one
> subdivision [adaptive 1]) and may use up to 25.

Thank you for explaining!

> if you are still confused read the docs

Just a little bit confused, but I'll think that I will try out your and Bob
Hughes' suggestions with some (or many :) renderings.

Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


Post a reply to this message

From: Tor Olav Kristensen
Subject: Re: Two spheres (59.7KB)
Date: 26 Apr 2000 21:51:42
Message: <39079BE1.32B9C94C@online.no>
Ken wrote:

> Area lights can help soften shadows without adding too much extra brightness
> to the scene.

Thank you.

Bob Hughes and David Fontaine also suggested that I could use area lights.

So now I hope that it will not take 10 times longer to render the picture. :-)

(I think it took  4-5 hours to render the image.)

Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


Post a reply to this message

From: Bob Hughes
Subject: Re: Two spheres (59.7KB)
Date: 26 Apr 2000 22:46:21
Message: <3907a9fd@news.povray.org>
"Tor Olav Kristensen" <tto### [at] onlineno> wrote in message
news:39079BE1.32B9C94C@online.no...
| Bob Hughes and David Fontaine also suggested that I could use area lights.
|
| So now I hope that it will not take 10 times longer to render the picture. :-)
|
| (I think it took  4-5 hours to render the image.)

No, not ten times.  But it will seem like it.

Bob


Post a reply to this message

From: Artemia Salina
Subject: Re: Two spheres (59.7KB)
Date: 27 Apr 2000 04:21:46
Message: <3907EBF3.50715450@sheayright.com>
Tor Olav Kristensen wrote:
> 
> Ken wrote:
> 
> > Area lights can help soften shadows without adding too much extra brightness
> > to the scene.
> 
> Thank you.
> 
> Bob Hughes and David Fontaine also suggested that I could use area lights.
> 
> So now I hope that it will not take 10 times longer to render the picture. :-)
> 
> (I think it took  4-5 hours to render the image.)

I wonder if placing red two disks where the shadows fall on the blossom(?)
and bringing up their ambient values could compensate for the dark shadows?

It'd be "cheating" but it might render faster than area lights.


Post a reply to this message

From: Tor Olav Kristensen
Subject: Re: Two spheres (59.7KB)
Date: 27 Apr 2000 16:05:48
Message: <39089C58.23F3CF8C@online.no>
Artemia Salina wrote:


> I wonder if placing red two disks where the shadows fall on the blossom(?)
> and bringing up their ambient values could compensate for the dark shadows?
>
> It'd be "cheating" but it might render faster than area lights.

It's a bit difficult for me to do that because the surface that the shadows fall on
are not flat.

That surface is actually a mix of a lot of "CSG-ed" shapes (involving planes,
cylinders and spheres) placed by a macro I made.

But thank you for commenting.

Tor Olav
--
mailto:tor### [at] hotmailcom
http://www.crosswinds.net/~tok/tokrays.html


Post a reply to this message

<<< Previous 8 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.