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From: marabou
Subject: ?: real area lights [20.6kb]
Date: 10 Dec 2001 07:12:26
Message: <3c14a6a5@news.povray.org>
hello,

the attachment shows my problem. i need a light which has a big volume in a 
closed room, but it can be realized neither with many point-lights 
(rendertime) nor with area-lights. which are my keywords i have to search 
for (me: non-english) or does anybody know a solution?

thank you for hints.


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Attachments:
Download 'argfspfz.jpg' (21 KB)

Preview of image 'argfspfz.jpg'
argfspfz.jpg


 

From: Trevor Quayle
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 07:24:35
Message: <3c14a983$1@news.povray.org>
"marabou" <not### [at] availableyet> wrote in message
news:3c14a6a5@news.povray.org...
>
> hello,
>
> the attachment shows my problem. i need a light which has a big volume in
a
> closed room, but it can be realized neither with many point-lights
> (rendertime) nor with area-lights. which are my keywords i have to search
> for (me: non-english) or does anybody know a solution?
>
> thank you for hints.
>

All I can think of is radiosity, might be hard to get quality results
though.

-tgq


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From: marabou
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 07:29:55
Message: <3c14aac2@news.povray.org>
as i know radiosity affects the whole scene. i need a light source (the 
white long thing on the right side).
> 
> All I can think of is radiosity, might be hard to get quality results
> though.
> 
> -tgq


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From: Kari Kivisalo
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 08:37:43
Message: <3C14BABC.2AA60CF8@engineer.com>
marabou wrote:
> 
> as i know radiosity affects the whole scene. i need a light source (the
> white long thing on the right side).

In theory radiosity would be the solution but I would try
several area lights or just many point lights.


_____________
Kari Kivisalo


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From: Bill DeWitt
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 09:23:08
Message: <3c14c54c$1@news.povray.org>
"marabou" <not### [at] availableyet> wrote in message
news:3c14aac2@news.povray.org...
> as i know radiosity affects the whole scene. i need a light source (the
> white long thing on the right side).
> >
> > All I can think of is radiosity, might be hard to get quality results
> > though.

    If you put a white object where you want your light source, you can make
radiosity treat it like a light source. You will see illumination from it.


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From: marabou
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 09:39:20
Message: <3c14c918@news.povray.org>
Bill DeWitt wrote:

> 
> "marabou" <not### [at] availableyet> wrote in message
> news:3c14aac2@news.povray.org...
>> as i know radiosity affects the whole scene. i need a light source (the
>> white long thing on the right side).
>> >
>> > All I can think of is radiosity, might be hard to get quality results
>> > though.
> 
>     If you put a white object where you want your light source, you can
>     make
> radiosity treat it like a light source. You will see illumination from it.


you mean if i put ambient light into finish?


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From: marabou
Subject: part II: ?: real area lights [18.4kb]
Date: 10 Dec 2001 09:55:29
Message: <3c14ccdd@news.povray.org>
the best result is this.
i used radiosity, ambient and area_light.
but it does not look realistic.


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Attachments:
Download 'aaa2.jpg' (18 KB)

Preview of image 'aaa2.jpg'
aaa2.jpg


 

From: Nekar Xenos
Subject: Re: part II: ?: real area lights [18.4kb]
Date: 10 Dec 2001 10:15:05
Message: <3c14d179@news.povray.org>
"marabou" <not### [at] availableyet> wrote in message news:3c14ccdd@news.povray.org...
>
> the best result is this.
> i used radiosity, ambient and area_light.
> but it does not look realistic.

Maybe you could try taking away the lights completely and just using high
ambient values and radiosity.

--
- Nekar

http://nekar_xenos.tripod.com/metanoia/



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From: marabou
Subject: Re: part II: ?: real area lights [18.4kb]
Date: 10 Dec 2001 10:20:31
Message: <3c14d2be@news.povray.org>
Nekar Xenos wrote:
...
> Maybe you could try taking away the lights completely and just using high
> ambient values and radiosity.
> 
> --
> - Nekar

i tried it yet. but you can only see the lightning of the lamp, no shadows.


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From: Bill DeWitt
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 10:23:49
Message: <3c14d385$1@news.povray.org>
"marabou" <not### [at] availableyet> wrote in message
news:3c14c918@news.povray.org...
> Bill DeWitt wrote:
>
> >
> > "marabou" <not### [at] availableyet> wrote in message
> > news:3c14aac2@news.povray.org...
> >> as i know radiosity affects the whole scene. i need a light source (the
> >> white long thing on the right side).
> >> >
> >> > All I can think of is radiosity, might be hard to get quality results
> >> > though.
> >
> >     If you put a white object where you want your light source, you can
> >     make
> > radiosity treat it like a light source. You will see illumination from
it.
>
>
> you mean if i put ambient light into finish?

    Into the finish of the white object, yes. And with a high value for
white of it is any distance away. People who use it more can probably tell
you more about making it look good.

    Here is what I used for my test before telling you that it would work.

cylinder {
  -3*z,  3*z,  .5

  pigment { rgb 48 }
  finish  { ambient 1 }
  translate < 3.0, 5.0, 0.0 >
}


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