POV-Ray : Newsgroups : povray.binaries.images : two lights - one shadow too much Server Time
20 Nov 2024 08:31:56 EST (-0500)
  two lights - one shadow too much (Message 1 to 10 of 10)  
From: marabou
Subject: two lights - one shadow too much
Date: 2 Oct 2001 22:06:35
Message: <3bba72a3@news.povray.org>
hello!

there are two lights in the scene. but there is one light that throws a 
shadow where the other light would eat it with its luminiscence.
the left light i made with "looks_like" the other one with an 
area_light. is there a difference? or what is the problem?

thanks


Post a reply to this message


Attachments:
Download 'shadprob.jpg' (38 KB)

Preview of image 'shadprob.jpg'
shadprob.jpg


 

From: Mike Williams
Subject: Re: two lights - one shadow too much
Date: 3 Oct 2001 01:40:48
Message: <A41LjAAoMqu7EwGq@econym.demon.co.uk>
Wasn't it marabou who wrote:
>
>hello!
>
>there are two lights in the scene. but there is one light that throws a 
>shadow where the other light would eat it with its luminiscence.
>the left light i made with "looks_like" the other one with an 
>area_light. is there a difference? or what is the problem?

Are you absolutely certain that there are only two lights? Some objects
can be clearly seen to be casting three shadows (e.g. the left leg of
the desk).

It's hard to tell, but it looks like the third light source is
positioned beyond the back wall, which would mean that the wall have
no_shadow.

-- 
Mike Williams
Gentleman of Leisure


Post a reply to this message

From: Nekar Xenos
Subject: Re: two lights - one shadow too much
Date: 3 Oct 2001 01:52:57
Message: <3bbaa7b9@news.povray.org>
Is that a mirror in the left corner? If so, the mirror is reflecting the light
effectively acting as a light source.

- Nekar
"marabou" <not### [at] availableyet> wrote in message news:3bba72a3@news.povray.org...
>
> hello!
>
> there are two lights in the scene. but there is one light that throws a
> shadow where the other light would eat it with its luminiscence.
> the left light i made with "looks_like" the other one with an
> area_light. is there a difference? or what is the problem?
>
> thanks


Post a reply to this message

From: Christoph Hormann
Subject: Re: two lights - one shadow too much
Date: 3 Oct 2001 03:28:20
Message: <3BBABEDB.328E455C@gmx.de>
Nekar Xenos wrote:
> 
> Is that a mirror in the left corner? If so, the mirror is reflecting the light
> effectively acting as a light source.
> 

No!

Unless you are using photons of course.

To me there seems nothing wrong in the scene, but when seeing source we
could say more.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


Post a reply to this message

From: Mike Hough
Subject: Re: two lights - one shadow too much
Date: 3 Oct 2001 03:58:02
Message: <3bbac50a$1@news.povray.org>
> Are you absolutely certain that there are only two lights? Some objects
> can be clearly seen to be casting three shadows (e.g. the left leg of
> the desk).

The appearance that there is another light casting shadows could be a result
of the area light.  It probably has a low number of samples creating
less-than-soft shadows.  Adding jitter could demonstrate if this is the
case.


Post a reply to this message

From: marabou
Subject: two lights - one shadow too much
Date: 3 Oct 2001 06:59:40
Message: <3bbaef97@news.povray.org>
there is no third light_source an the shadow comes definately from the lamp 
left (or do i need glasses?).

here is the code:

--------------------------------------------


global_settings {
        ambient_light 4
}


//normale totale
#declare cam1 = camera {
        location<0,1,-1>
        //location<0,1,-3>
        look_at <0,1,0>
        }

camera{cam1}

//-----lamp right

#declare lamp=
union{
box {
        <-0.5,-0.5,-0.5>,<0.5,0.5,0.5>
        texture {
                pigment{
                        color White}
                }
        no_shadow
        finish{
                ambient 0.25
        }
        scale <0.2,0.2,0.05>
}
light_source {
        <0,0,0>
        color White
        area_light <2,0,0>,<0,0,2>,2,2  //doppelt so gr
        adaptive 1
        //jitter
        translate z*-0.1
}
}//union

object {lamp
        rotate y*45
        translate <0.9,1,1.8>
}

//-----lamp left

#declare neonroehre =
union {
cylinder {
        <0,0,0>,<1,0,0>,1
        scale <0.13,0.02,0.02>
        texture {
                pigment {
                        color rgb <0, 0.21, 1>}
        }
        finish {
                ambient 0
        }
        translate x*-0.28
}
cylinder {
        <0,0,0>,<1,0,0>,1
        scale <0.3,0.02,0.02>
        texture {
                pigment {color rgb <1, 1, 1>}
                finish {
                        ambient .8
                        diffuse .6
                        }
        }
        translate <-0.15,0,0>
}
        rotate y*-90
        //translate z*-.15

        rotate x*90
}//union

light_source {
        //<-0.9, 1.8, 1>
        <-0.98, 1, 1>
        color White
        looks_like { neonroehre }
}


//-----the box

plane {
        y,0
        texture {pigment {color <0.79,0.75,0.57>} }
}
plane {
        y,2
        texture {pigment {color <0.79,0.75,0.57>}}
}
plane {
        z,2
        texture {pigment {color <0.79,0.75,0.57>}}
}
plane {
        x,-1
        texture {pigment {color <1,0.55,0.55>}}
}
plane {
        x,1
        texture {pigment {color <0.3,0.66,1>}}
}

//-----table

#declare kl_tisch=
union{
box {   //platte
        <0,0,0>,<1,1,1>
        scale <1,0.03,0.4>
        translate y*0.37        //tischhoehe 0.4
}
box {   //linkes bein
        <0,0,0>,<1,1,1>
        scale <0.03,0.4,0.4>
}
box {   //rechtes bein
        <0,0,0>,<1,1,1>
        scale <0.03,0.4,0.4>
        translate x*0.97
}
        texture {
                T_Wood10
                scale 0.5
        }
}//Union


//-----mirror

#declare spiegel=
union{

#declare sp_br = 0.5;
#declare sp_ho = 0.3;
#declare sp_ti = 0.005; //spiegeltiefe
#declare ra_di = 0.01; //rahmendicke radius
#declare ra_pa = texture {T_Chrome_4A}

#declare rahm=
cylinder {
        <0,0,0>,<0,1,0>,1
        //texture {T_Wood10}
        texture {ra_pa}
        scale <ra_di,1,ra_di>
}
//spiegelflaeche
box {
        <0,0,0>,<1,1,1>
        scale <sp_br,sp_ho,sp_ti>
        texture {T_Chrome_5D}
        finish{
                ambient 0.01
                diffuse 0
                phong 0.9
                reflection 1
                brilliance 1
                specular 1
        }
}

box {
        <0,0,0>,<1,1,1>
        scale <0.5,0.3,0.0013>
        texture {T_Glass4}
        translate z*-0.005
        //translate z*-0.008
}
//rahmen

//links
object {rahm
        scale <1,sp_ho,1>
}
//unten
object {rahm
        scale <1,sp_br,1>
        rotate z*-90
}
//oben
object {rahm
        scale <1,sp_br,1>
        rotate z*-90
        translate <0,sp_ho,0>
}
//rechts
object {rahm
        scale <1,sp_ho,1>
        translate <sp_br,0,0>
}

sphere {
        <0,0,0>,ra_di
        texture {ra_pa}
}
sphere {
        <0,sp_ho,0>,ra_di
        texture {ra_pa}
}
sphere {
        <sp_br,0,0>,ra_di
        texture {ra_pa}
}
sphere {
        <sp_br,sp_ho,0>,ra_di
        texture {ra_pa}
}
}//union spiegel

object {spiegel
        rotate y*-45
        translate <-0.99,0.4+0.01,1.6> //wg steinen
}

object {kl_tisch
        translate <-0.5,0,1.5>
}

---------------------------------------------


Post a reply to this message

From: Christoph Hormann
Subject: Re: two lights - one shadow too much
Date: 3 Oct 2001 07:25:44
Message: <3BBAF67F.BE6C9A37@gmx.de>
marabou wrote:
> 
> there is no third light_source an the shadow comes definately from the lamp
> left (or do i need glasses?).
> 
> [...]

Seems to render as expected.  It's probably the area light that causes the
confusion.  It is very large, and not very high quality.  Try commenting
it out or  use something like:

    area_light <0.3,0,0>,<0,0,0.3>,5,5
    jitter

and things will be much clearer.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


Post a reply to this message

From: marabou
Subject: solved: two lights - one shadow at right place
Date: 3 Oct 2001 07:55:30
Message: <3bbafcb1@news.povray.org>
christoph knew it:
>Seems to render as expected.  It's probably the area light that causes the
>confusion.  It is very large, and not very high quality. 

i feel embarrassed... :)


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re: two lights - one shadow too much
Date: 3 Oct 2001 10:16:33
Message: <3BBB1DC6.9409E4FB@ignorancia.org>

> Seems to render as expected.  It's probably the area light that causes the
> confusion.  It is very large, and not very high quality.  Try commenting
> it out or  use something like:
> 
>     area_light <0.3,0,0>,<0,0,0.3>,5,5
>     jitter
> 
> and things will be much clearer.

 Yes, just have seen it. Also that the area would be more logical in a
plane parallel to the box major facet (x/y instead x/z):

     area_light <0.3,0,0>,<0,.3,0>,5,5
   
 isn't?

--
Jaime Vives Piqueres

La Persistencia de la Ignorancia
http://www.ignorancia.org/


Post a reply to this message

From: marabou
Subject: Re: two lights - one shadow too much
Date: 3 Oct 2001 11:46:33
Message: <3bbb32d8@news.povray.org>
> 
>  Yes, just have seen it. Also that the area would be more logical in a
> plane parallel to the box major facet (x/y instead x/z):
> 
>      area_light <0.3,0,0>,<0,.3,0>,5,5
>    
>  isn't?
> 

right


Post a reply to this message

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