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> Man I'm really digging PoseRay ... nifty piece of software!
It's so useful, that I even would install Windows here if Wine didn't
exist!
> the moai, and added the fern. The clay pot is a lathe object that I'd
> created for use in another scene, but goes well with the fern.
Very nice, but I'm missing some radiosity... this kind of composition
seems to be crying for it.
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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On 04/01/2011 03:58 AM, Jaime Vives Piqueres wrote:
>> Man I'm really digging PoseRay ... nifty piece of software!
>
> It's so useful, that I even would install Windows here if Wine didn't
> exist!
>
>> the moai, and added the fern. The clay pot is a lathe object that I'd
>> created for use in another scene, but goes well with the fern.
>
> Very nice, but I'm missing some radiosity... this kind of composition
> seems to be crying for it.
>
>
That's what I might end up doing because I'm not totally happy with
certain aspects of the lighting just yet ... I tried putting the statue
and pedestal in a light group. btw: this is supposed to be "after hours"
lighting
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On 01/04/2011 10:26 AM, Jim Holsenback wrote:
> That's what I might end up doing because I'm not totally happy with
> certain aspects of the lighting just yet ... I tried putting the statue
> and pedestal in a light group. btw: this is supposed to be "after hours"
> lighting
I looks great to me.
--
Regards
Stephen
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On 01/04/2011 2:59 AM, Robert McGregor wrote:
> FlyerX should get some sort of POVvy award or something; really cool program.
>
I can't agree more.
--
Regards
Stephen
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On 04/01/2011 06:30 AM, Stephen wrote:
> On 01/04/2011 10:26 AM, Jim Holsenback wrote:
>> That's what I might end up doing because I'm not totally happy with
>> certain aspects of the lighting just yet ... I tried putting the statue
>> and pedestal in a light group. btw: this is supposed to be "after hours"
>> lighting
>
> I looks great to me.
>
Thanks, but I DO see what Jamie was getting at ... the wall behind the
statue, and the moai/pedestal itself desperately needs some lighting work.
After reviewing the "Light Attenuation" thread in p.gen I was wondering
if my problem was what I was doing for fade_distance when I discovered
that my scattering box was intercepting my room fill light (doh!) I
/really/ wanted to try to do this scene w/o radiosity and use a 3 point
lighting scheme ... the key light being the spot on the moai, the back
light being the light through the window firing up the scattering and
the room fill to even things out.
As far as fade_distance ... I'm still investigating but I think the
nugget here is what Christoph said:
"As I already mentioned, the key is not the fade_power, but the
fade_distance. Sufficiently far away from the light source - relative to
fade_distance (or, in other words, with sufficiently small fade_distance
relative to the scene dimensions) - the formula gets arbitrarily close
to 1/x2. "
I've been using:
#declare LightDist = vlength(LightPos);
as my value for fade_distance, Which is WRONG ... I want a smaller value
for that and up the intensity of the light source to compensate ...
@Christoph: Did I get that right?
Jim
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Jim Holsenback <jho### [at] povray org> wrote:
> I've been using:
> #declare LightDist = vlength(LightPos);
>
> as my value for fade_distance, Which is WRONG ... I want a smaller value
> for that and up the intensity of the light source to compensate ...
> @Christoph: Did I get that right?
>
> Jim
This is something I learned from doing the matinee scene.
What I have ended up doing, is set a relatively small fade distance (say the
size of the light itself). I then figure out what general value I want it at a
certain distance (i.e., distance from light to your object or scene centre).
Then use the formula given in the help to back calculate the initial intensity.
For example, in my matinee scene for the projector, the distance from my
projector light to the screen is about 2400, I set the fade distance to about
4.5. Back-calculating to get a value of 1 at the screen (calculate the
attenutaion value and take the inverse), gives an initial value of ~142,000!
This seems very high, but it works out well because of the samll fade distance.
-tgq
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On 04/01/2011 08:47 AM, Trevor G Quayle wrote:
> Jim Holsenback<jho### [at] povray org> wrote:
>
>> I've been using:
>> #declare LightDist = vlength(LightPos);
>>
>> as my value for fade_distance, Which is WRONG ... I want a smaller value
>> for that and up the intensity of the light source to compensate ...
>> @Christoph: Did I get that right?
>>
>> Jim
>
> This is something I learned from doing the matinee scene.
>
> What I have ended up doing, is set a relatively small fade distance (say the
> size of the light itself). I then figure out what general value I want it at a
> certain distance (i.e., distance from light to your object or scene centre).
> Then use the formula given in the help to back calculate the initial intensity.
>
> For example, in my matinee scene for the projector, the distance from my
> projector light to the screen is about 2400, I set the fade distance to about
> 4.5. Back-calculating to get a value of 1 at the screen (calculate the
> attenutaion value and take the inverse), gives an initial value of ~142,000!
> This seems very high, but it works out well because of the samll fade distance.
>
> -tgq
>
Sweet ... I think I'm getting some material here for [3.4.7.9] ... also
explains what Ive was talking about with a value of 125000 in one of his
recent scenes. My initial response was ... WTF!!!
Cool ... another "teaching moments" :-)
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"Robert McGregor" <rob### [at] mcgregorfineart com> schreef in bericht
news:web.4d95306edc0638694d713cc0@news.povray.org...
>
> FlyerX should get some sort of POVvy award or something; really cool
> program.
Absolutely right.
Thomas
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On 04/01/2011 08:47 AM, Trevor G Quayle wrote:
> Jim Holsenback<jho### [at] povray org> wrote:
>
>> I've been using:
>> #declare LightDist = vlength(LightPos);
>>
>> as my value for fade_distance, Which is WRONG ... I want a smaller value
>> for that and up the intensity of the light source to compensate ...
>> @Christoph: Did I get that right?
>>
>> Jim
>
> This is something I learned from doing the matinee scene.
>
> What I have ended up doing, is set a relatively small fade distance (say the
> size of the light itself). I then figure out what general value I want it at a
> certain distance (i.e., distance from light to your object or scene centre).
> Then use the formula given in the help to back calculate the initial intensity.
>
> For example, in my matinee scene for the projector, the distance from my
> projector light to the screen is about 2400, I set the fade distance to about
> 4.5. Back-calculating to get a value of 1 at the screen (calculate the
> attenutaion value and take the inverse), gives an initial value of ~142,000!
> This seems very high, but it works out well because of the samll fade distance.
>
> -tgq
>
OK ... so here's what I've come up with and it seems to work.
#declare Intensity = function (LD,FD) { 1/(2/((1+(LD/FD))*(1+(LD/FD)))) };
From your example I used LD=2400 and FD=4.5 and get 142756 and some
change ;-) ... If I missed something feel free to set me straight as I'd
like to include this in [3.4.7.9] along with a small narrative.
Jim
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> >
>
> OK ... so here's what I've come up with and it seems to work.
>
> #declare Intensity = function (LD,FD) { 1/(2/((1+(LD/FD))*(1+(LD/FD)))) };
>
> From your example I used LD=2400 and FD=4.5 and get 142756 and some
> change ;-) ... If I missed something feel free to set me straight as I'd
> like to include this in [3.4.7.9] along with a small narrative.
>
> Jim
That's exactly it. However I would maybe modify it slightly for presentation.
You can simplify by removing the double reciprocal (just invert the original
equation). Also, this is true for fade_power of 2, I would leave fade_power as
part of it for completeness and to avoid confusion:
#declare Intensity = function (LD,FD) {pow(1+(LD/FD),FP)/2};
Also I would perhaps call it 'intensity multiplier' or similar. If you want a
base intensity of 2, you would multiply this factor by 2, etc.
-tgq
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