POV-Ray : Newsgroups : povray.binaries.images : When in need of room lighting, use a lamp Server Time
19 Nov 2024 22:41:31 EST (-0500)
  When in need of room lighting, use a lamp (Message 1 to 3 of 3)  
From: Greg M  Johnson
Subject: When in need of room lighting, use a lamp
Date: 18 Oct 2001 17:18:14
Message: <3BCF46B2.FD6D2E4A@aol.com>
Room lighting via radiosity from one sphere.  Uses 3.5

(This kind of realism [imho] kind of makes me afraid to try my
realism-be-danged blobby characters in it.)


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From: Edward Wedig
Subject: Re: When in need of room lighting, use a lamp
Date: 19 Oct 2001 10:56:58
Message: <3bd03f3a$1@news.povray.org>
Any possibility of getting the code for the sphere in the back? I'd like to
play around with it.

-Ed

"Greg M. Johnson" <"gregj56590[:-0]"@aol.com> wrote in message
news:3BCF46B2.FD6D2E4A@aol.com...
> Room lighting via radiosity from one sphere.  Uses 3.5
>
> (This kind of realism [imho] kind of makes me afraid to try my
> realism-be-danged blobby characters in it.)
>
>


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From: Greg M  Johnson
Subject: Re: When in need of room lighting, use a lamp
Date: 19 Oct 2001 12:02:38
Message: <3BD04E6D.27590CD2@aol.com>
It was not invented by me and I apologize that I forgot who did it.

#declare Gball = union{
        //sphere { 0, 1 }
        #declare N = 150;               //arbitrary 150422;
        #declare nn = 0;               //arbitrary 150422;
        #declare R = 1/sqrt(N); //also arbitrary
        #declare Theta = 0;
//        #declare H = (N-1)/N;   //I dunno which of these makes a better
pattern.
      #declare H = 1;                 //There's a logical argument for either.
        #while (H >= -1)
                #declare Phi = degrees(acos(H));

                sphere { <0,1,0>, R*2
                        rotate <Phi, Theta, 0>
                        inverse
                pigment{color rgb nn/150}
                finish{reflection 0.2}
                        }
                #declare H = H - 2/N;
                #declare Theta = mod (Theta + 137.5077641, 360);
                #declare nn=nn+1;
        #end
        texture {Tex_2 }
        }


#object {Gball
        rotate <0,0,0>
        translate <3,0,3>}


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