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I am having a problem with an area light. Here is the code:
light_source
{
0, lamp_color
area_light
+z * lamp_length, +y, lamp_number, 1
area_illumination on
looks_like {lamp_bulb}
}
The lamp in this case is the spiral wrapped tube in the attached images.
The problem is that the tube itself is not being properly lit. It should
be lit fairly evenly along its whole length. Instead, in both the area
light and point light examples, it is being lit heavily from the center
and not at all from the ends. Hence, parts of the tube in both images
are unlit from the direction of the camera.
How do I fix this?
Mike
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Attachments:
Download 'gh_scene_spinner_cutaway_e - copy_area_light.png' (443 KB)
Download 'gh_scene_spinner_cutaway_e - copy_point_light.png' (118 KB)
Preview of image 'gh_scene_spinner_cutaway_e - copy_area_light.png'
Preview of image 'gh_scene_spinner_cutaway_e - copy_point_light.png'
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On 1/30/2016 12:27 PM, Mike Horvath wrote:
> I am having a problem with an area light. Here is the code:
>
> light_source
> {
> 0, lamp_color
> area_light
> +z * lamp_length, +y, lamp_number, 1
> area_illumination on
> looks_like {lamp_bulb}
> }
>
> The lamp in this case is the spiral wrapped tube in the attached images.
> The problem is that the tube itself is not being properly lit. It should
> be lit fairly evenly along its whole length. Instead, in both the area
> light and point light examples, it is being lit heavily from the center
> and not at all from the ends. Hence, parts of the tube in both images
> are unlit from the direction of the camera.
>
> How do I fix this?
>
>
> Mike
Oops! I added area_illumination on to the code, but didn't check to see
if it worked. That seems to have solved the issue.
But I decided to also add emission, which was even better.
Mike
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Am 30.01.2016 um 20:28 schrieb Mike Horvath:
> Oops! I added area_illumination on to the code, but didn't check to see
> if it worked. That seems to have solved the issue.
I was just about to ask what version of POV-Ray you are using, and to
state that "area_illumination" _should_ take care this in current
versions ;)
> But I decided to also add emission, which was even better.
Yes, I guess in your case a purely emissive surface (no diffuse, no
highlights) should be the ideal solution.
Make sure to specify "no_radiosity" though.
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On 1/30/2016 4:39 PM, clipka wrote:
> Make sure to specify "no_radiosity" though.
>
Could you explain what that does? The docs are very brief on the subject.
Mike
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Am 31.01.2016 um 02:56 schrieb Mike Horvath:
> On 1/30/2016 4:39 PM, clipka wrote:
>> Make sure to specify "no_radiosity" though.
>
> Could you explain what that does? The docs are very brief on the subject.
It makes the radiosity code act as if the object wasn't there.
It solves the problem that a light source with a looks_like source would
illuminate the world twice if radiosity is enabled: Once via the classic
raytracing code computing the illumination from light sources, and once
via the radiosity code computing the illumination from objects (which by
default includes looks_like objects).
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