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From: Manuel Kasten
Subject: A lamp
Date: 10 Oct 2004 10:49:39
Message: <41694c03@news.povray.org>
Hallo,

I'm trying to model my room in POV-Ray (again ?). I'm still at the beginning, but the
lamp turned out so nice, I thought, I'd share 
it.

Manuel


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From: Rafal 'Raf256' Maj
Subject: Re: A lamp
Date: 10 Oct 2004 13:20:23
Message: <Xns957EC4A63C378raf256com@203.29.75.35>
kas### [at] gmxde news:41694c03@news.povray.org

> I'm trying to model my room in POV-Ray (again ?). I'm still at the
> beginning, but the lamp turned out so nice, I thought, I'd share it.

Very nice lamp :)

Btw, such scenes always can benefit from lightsources with fade_distance 2 
and perhaps exposure (MegaPov)


-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Manuel Kasten
Subject: Re: A lamp
Date: 10 Oct 2004 15:56:28
Message: <416993ec@news.povray.org>
>> I'm trying to model my room in POV-Ray (again ?). I'm still at the
>> beginning, but the lamp turned out so nice, I thought, I'd share it.
>
> Very nice lamp :)

Thanks.


> Btw, such scenes always can benefit from lightsources with fade_distance 2
> and perhaps exposure (MegaPov)

As far as I understood, fade_power controlls the falloff charactristic (it's set to 2
already) and fade_distance only controls the 
brightness? But I could have mixed it up.

Manuel


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From: Marc Jacquier
Subject: Re: A lamp
Date: 11 Oct 2004 04:30:55
Message: <416a44bf@news.povray.org>

416993ec@news.povray.org...
>
> As far as I understood, fade_power controlls the falloff charactristic
(it's set to 2 already) and fade_distance only controls the
> brightness? But I could have mixed it up.
>
Yes  fade_distance tells to POV at which distance the light has the
intensity given by the color specification of the light
see doc 3.3.7.9  Light Fading

Marc


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From: Maurice
Subject: Re: A lamp
Date: 11 Oct 2004 09:52:44
Message: <416a902c$1@news.povray.org>
Manuel Kasten wrote:
> Hallo,
> 
> I'm trying to model my room in POV-Ray (again ?). I'm still at the beginning, but
the lamp turned out so nice, I thought, I'd share 
> it.
> 
> Manuel 
> 
> 
> 
Gosh, that almost looks like mine. Care to share the source for that part?


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From: jute
Subject: Re: A lamp
Date: 11 Oct 2004 13:15:00
Message: <web.416abe782e59f77667c1c3ff0@news.povray.org>
"Manuel Kasten" <kas### [at] gmxde> wrote:
> but the lamp turned out so nice, I thought, I'd share it.

The model is good, but I'm especially impressed by the overall shading.  I'd
really like to take a look at your radiosity/finish/light_source settings
for the concerned elements ;-)  My current #1 project (like, for the next
three years ...) is also a room.

--
jussi.kantola


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From: Manuel Kasten
Subject: Re: A lamp
Date: 12 Oct 2004 03:02:21
Message: <416b817d$1@news.povray.org>
> Gosh, that almost looks like mine. Care to share the source for that part?

It's in p.t.s-f .  Have fun!


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From: Manuel Kasten
Subject: Re: A lamp
Date: 12 Oct 2004 03:07:02
Message: <416b8296@news.povray.org>
> The model is good, but I'm especially impressed by the overall shading.  I'd
> really like to take a look at your radiosity/finish/light_source settings
> for the concerned elements ;-)

No problem. But it's nothing special....

You can see the settings for the lamp and light_sources in p.t.s-f .

The ceiling:
    pigment { rgb 1 }
    normal { crackle .2 scale .5}

Radiosity:
    #include "rad_def.inc"
    global_settings {
        radiosity { Rad_Settings(Radiosity_Normal, off, off) recursion_limit 2
brightness 3.0}
        //radiosity { Rad_Settings(Radiosity_Fast, off, off) recursion_limit 2
brightness 3.0}
        //radiosity { Rad_Settings(Radiosity_Debug, off, off) recursion_limit 2
brightness 3.0}
    }

The couloring comes from the environment, its mostly wood. I guess it will change a
lot, once I put my sofa in (it's blue).

Manuel


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From: Rafal 'Raf256' Maj
Subject: Re: A lamp
Date: 12 Oct 2004 05:42:22
Message: <Xns95807715E8EFFraf256com@203.29.75.35>
kas### [at] gmxde news:416b8296@news.povray.org

> recursion_limit 2 brightness 3.0}

Uhm, I'm afraid ushc settings are totaly psychical incorrect - surfaces 
diffuse up to x3 times more light then their get.

If You would set higher quality (i.e. recursion_limit 5) probably entire 
scene will be totaly white / overlighted, since walls will recive about
3*3*3*3*3 * 1 RGB light

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Severi Salminen
Subject: Re: A lamp
Date: 12 Oct 2004 06:31:15
Message: <416bb273$1@news.povray.org>
Rafal 'Raf256' Maj wrote:

>>recursion_limit 2 brightness 3.0}
> 
> 
> Uhm, I'm afraid ushc settings are totaly psychical incorrect - surfaces 
> diffuse up to x3 times more light then their get.

Remember that Pov-RAY tries not to simulate reality but to produce 
(photo)realistic images. There are many limitations that might cause one 
to use higher brightness than 1. For example, sometimes it is not 
feasible to set the lightsource ambient value more than 1 as it might 
get clipped. Then the only way to get enough illumination is to increase 
brightness value. Megapov's exposure setting might help with this - 
haven't tried it though.

This is all about getting the desired result, not about actual values 
being used. You are seriously limiting yourself by allways using just 
brightness 1 (and fade_power 2 etc.).

> If You would set higher quality (i.e. recursion_limit 5) probably entire 
> scene will be totaly white / overlighted, since walls will recive about
> 3*3*3*3*3 * 1 RGB light

It all depends. Usually increasing the recursion limit beyond a certain 
value doesn't affect the result almost at all. When diffuse 
inter-reflections are calculated, the intensity gets smaller and smaller 
at every iteration (depending on the surface color, diffuse, ambient 
etc. values) and finally has no influence on total radiosity value. I 
think there aren't many "normal" scenes that look practically any 
different with recursion_limit 10 or 20.

Severi


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