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For this test I used one dome array of point lights with shadow casting
enabled... this one served as the key light. Another dome array, with
shadows turned off, served as the skylight. The skylight was at its
strongest intensity directly opposite the hotspot on the keylight. I didn't
realize I had so many lights involved... something like 386 point light
sources :P Gonna try another one with only a few point lights to see the
difference.
--
Doug Eichenberg
www.getinfo.net/douge
dou### [at] nlsnet
Post a reply to this message
Attachments:
Download 'domearraytest2.jpg' (112 KB)
Preview of image 'domearraytest2.jpg'
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Nice pic.
I don't know what kind of machines you use, but I've tried your sources
on "normal" machines and it tends to take a lot of time to render. I
will definitly have to try it with fewer lights.
JC
Doug Eichenberg wrote:
> For this test I used one dome array of point lights with shadow casting
> enabled... this one served as the key light. Another dome array, with
> shadows turned off, served as the skylight. The skylight was at its
> strongest intensity directly opposite the hotspot on the keylight. I didn't
> realize I had so many lights involved... something like 386 point light
> sources :P Gonna try another one with only a few point lights to see the
> difference.
>
>
> --
> Doug Eichenberg
> www.getinfo.net/douge
> dou### [at] nlsnet
>
>
>
Post a reply to this message
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I like :)
Apart from the general experimenting aspect, what's the benefit from
using the dome lighting array? Is there any decrease in render time?
/Stefan
"Doug Eichenberg" <dou### [at] nlsnet> wrote in message
news:3f4a8f68@news.povray.org...
> For this test I used one dome array of point lights with shadow casting
> enabled... this one served as the key light. Another dome array, with
> shadows turned off, served as the skylight. The skylight was at its
> strongest intensity directly opposite the hotspot on the keylight. I
didn't
> realize I had so many lights involved... something like 386 point light
> sources :P Gonna try another one with only a few point lights to see the
> difference.
>
>
> --
> Doug Eichenberg
> www.getinfo.net/douge
> dou### [at] nlsnet
>
>
>
Post a reply to this message
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It's faster than radiosity, at least some of the time... or so says the book
I am reading :P
--
Doug Eichenberg
www.getinfo.net/douge
dou### [at] nlsnet
Stefan Persson <azy### [at] teliacom> wrote in message
news:3f4b6dbf$1@news.povray.org...
> I like :)
>
> Apart from the general experimenting aspect, what's the benefit from
> using the dome lighting array? Is there any decrease in render time?
>
>
> /Stefan
>
> "Doug Eichenberg" <dou### [at] nlsnet> wrote in message
> news:3f4a8f68@news.povray.org...
> > For this test I used one dome array of point lights with shadow casting
> > enabled... this one served as the key light. Another dome array, with
> > shadows turned off, served as the skylight. The skylight was at its
> > strongest intensity directly opposite the hotspot on the keylight. I
> didn't
> > realize I had so many lights involved... something like 386 point light
> > sources :P Gonna try another one with only a few point lights to see
the
> > difference.
> >
> >
> > --
> > Doug Eichenberg
> > www.getinfo.net/douge
> > dou### [at] nlsnet
> >
> >
> >
>
>
Post a reply to this message
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Tangentially - What's your normal pattern?
--
Anton Sherwood, http://www.ogre.nu/
Post a reply to this message
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Not sure what you mean by tangentially. The surface normal is just a scaled
granite pattern though.
--
Doug Eichenberg
www.getinfo.net/douge
dou### [at] nlsnet
Anton Sherwood <new### [at] ogrenu> wrote in message
news:3f4e82a4@news.povray.org...
> Tangentially - What's your normal pattern?
>
> --
> Anton Sherwood, http://www.ogre.nu/
>
Post a reply to this message
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