POV-Ray : Newsgroups : povray.binaries.images : Technology test pictures : Swimming Server Time
18 Nov 2024 06:19:19 EST (-0500)
  Technology test pictures : Swimming (Message 1 to 10 of 10)  
From: Martin Hellwig
Subject: Technology test pictures : Swimming
Date: 14 May 2002 11:37:35
Message: <3ce12f3f@news.povray.org>
Pictures made for some tests in our company with a modified version of
MegaPov which can use real light distribution data.

Martin Hellwig
DIAL GmbH
http://www.dial.de


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From: Yadgar
Subject: Re: Technology test pictures : Swimming
Date: 15 May 2002 12:34:12
Message: <3CE28DF4.9A6A2FE1@tiscalinet.de>
Martin Hellwig schrieb:

> Pictures made for some tests in our company with a modified version of
> MegaPov which can use real light distribution data.

High!

The landscape seen through the windows is obviously an image_map... but
why are the light cones on the window wall so
much brighter than those on the left wall? The rows of lamps seem to be at
the same distance from the wall in both cases...

See you in Khyberspace!

Yadgar

Now recording: Hanging Garden Transfer (Michael Hoenisch)


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From: Martin Hellwig
Subject: Re: Technology test pictures : Swimming
Date: 15 May 2002 14:09:37
Message: <3ce2a461@news.povray.org>
> The landscape seen through the windows is obviously an image_map... but
> why are the light cones on the window wall so
> much brighter than those on the left wall? The rows of lamps seem to be at
> the same distance from the wall in both cases...

Hi,

yes your are right, the windows are just image maps, all textures on all
objects in my provided pictures are simple image maps. The whole
scene was  exported for some tests while developing the next version
of DIALux, which you can get for free from our  website. It does
radiosity lighting calculation. The next version 2.6 will have those
textures
and maybe exports to Radiance and POVRay. Since Radiance already
can handle light distribution tables, POVRay was missing this feature so
I had to implement it for myself. All pictures are just tests for the export
functionallity.

Second point, the luminaires on the window wall are really much closer to
the wall than the ones in the field. Also they are are from a different
type of luminaire.

Martin Hellwig
DIAL GmbH
http://www.dial.de


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From: Christoph Hormann
Subject: Re: Technology test pictures : Swimming
Date: 15 May 2002 16:40:18
Message: <3CE2C7B0.8D6F6B65@gmx.de>
Martin Hellwig wrote:
> 
> [...] Since Radiance already
> can handle light distribution tables, POVRay was missing this feature so
> I had to implement it for myself. All pictures are just tests for the export
> functionallity.

I don't know what 'light distribution tables' are, but you know about the
radiosity function in POV-Ray, don't you?

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 05 May. 2002 _____./\/^>_*_<^\/\.______


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From: Martin Hellwig
Subject: Re: Technology test pictures : Swimming
Date: 15 May 2002 17:56:57
Message: <3ce2d9a9@news.povray.org>
> I don't know what 'light distribution tables' are, but you know about the
> radiosity function in POV-Ray, don't you?

Hi,

yes I know about POVRays radiosity function, but that has nothing
to do with the light distribution tables (LDT). Radiosity can be used
or not like in all other scenes. Since radiosity results are already
exists in DIALux, the results could be used as lighting textures
for the indirekt part of the illumination.

Explanation: LDT is a form to say how much light leaves a
luminaire in any direction. The picture shows an example
of an direct/indirect luminaire. You see that there is
much light going down and  some going up. You also see
in which _direction_ goes more the light.

Martin Hellwig
DIAL GmbH
http://www.dial.de


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From: Christoph Hormann
Subject: Re: Technology test pictures : Swimming
Date: 15 May 2002 18:14:47
Message: <3CE2DDD4.7C32A07@gmx.de>
Martin Hellwig wrote:
> 
> [...]
> 
> Explanation: LDT is a form to say how much light leaves a
> luminaire in any direction. The picture shows an example
> of an direct/indirect luminaire. You see that there is
> much light going down and  some going up. You also see
> in which _direction_ goes more the light.

So it's essentially something like a more sophisticated spotlight (all
right, much more sophisticated)

You made a POV-Ray patch for it? Where can it be obtained?

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 05 May. 2002 _____./\/^>_*_<^\/\.______


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From: Martin Hellwig
Subject: Re: Technology test pictures : Swimming
Date: 15 May 2002 18:25:41
Message: <3ce2e065$1@news.povray.org>
> So it's essentially something like a more sophisticated spotlight (all
> right, much more sophisticated)

yes, you can see it so, if it helps :)

> You made a POV-Ray patch for it? Where can it be obtained?

See my remark about the patch in my other post. Source base
for our patch was MegaPOV 0.7

Martin Hellwig
DIAL GmbH
http://www.dial.de


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From: Xplo Eristotle
Subject: Re: Technology test pictures : Swimming
Date: 16 May 2002 03:38:12
Message: <3CE362AA.C5DB8B5F@unforgettable.com>
Martin Hellwig wrote:
> 
> Explanation: LDT is a form to say how much light leaves a
> luminaire in any direction. The picture shows an example
> of an direct/indirect luminaire. You see that there is
> much light going down and  some going up. You also see
> in which _direction_ goes more the light.

Couldn't you get the same effect by surrounding a point light with a
small textured sphere or something?

-Xplo


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From: Martin Hellwig
Subject: Re: Technology test pictures : Swimming
Date: 16 May 2002 05:50:35
Message: <3ce380eb@news.povray.org>
> > Explanation: LDT is a form to say how much light leaves a
> > luminaire in any direction. The picture shows an example
> > of an direct/indirect luminaire. You see that there is
> > much light going down and  some going up. You also see
> > in which _direction_ goes more the light.
>
> Couldn't you get the same effect by surrounding a point light with a
> small textured sphere or something?

Yes, it is maybe possible to simulate the effect. And also
a nice way for our programm to export scenes without the need
to use a patched version of POVRay. Only thing is to calculate
the fancy mapping for the texture. Also the sphere must not be
visible in the scene? Would that be possible?

Big disadvantage is, that you cannot edit the values in the scene file.

Martin Hellwig
DIAL GmbH
http://www.dial.de


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From: ingo
Subject: Re: Technology test pictures : Swimming
Date: 16 May 2002 06:59:29
Message: <Xns921084A675DEseed7@povray.org>
in news:3ce380eb@news.povray.org Martin Hellwig wrote:

>> Couldn't you get the same effect by surrounding a point light with a
>> small textured sphere or something?
>>
> Only thing is to calculate
> the fancy mapping for the texture. Also the sphere must not be
> visible in the scene? Would that be possible?
> 

Yes, with the no_image keyword (3.5).
I've tried this several times, but always come to the conclusion that 
bitmaps with a rather high resoltion are needed to prevent 'blocky' 
distribution. Especialy if the lightsource is at a 'big' distance from 
the surface it illuminates. Mapping povrays patterns on a sphere around 
the light works fine.
So I think directly modifying the distibution inside POV-Ray is a better 
option.

Ingo


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