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On 4-11-2014 14:04, Bald Eagle wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 4-11-2014 4:12, Bald Eagle wrote:
>>> I'm gonna guess that this is a max trace level issue...
>>>
>>
>> But radiosity is switched off in this scene surely??
>>
>> Thomas
>
> It surely was, but enabling it didn't do much except add a bit of "fill light"
> to the dark region. I'm no longer sure it's a max_trace_level thing, since I
> commented out the glass of the bulb, and raise MTL from 5 to 7 .... Must have
> something to do with the looks_like {Filament}?
Not necessarily the look_like, I suspect it might be the light bulbs
themselves. Why not just go with simple lights, without any bulb around
them? They will not be visible once the shades are in place. If that
works, you can add looks_likes represented by simple small spheres with
high emission. I think wanting to model the bulbs is overkill in this scene.
Thomas
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On 04/11/2014 03:12, Bald Eagle wrote:
> I'm gonna guess that this is a max trace level issue...
>
What does it look like without the isosurfaces?
I have tried a couple of times to use ceiling lamps with the lamp holder
at the bottom. And always had similar results to yours. But since I
don’t use radiosity, ambient gets round the lack of atmospheric scattering.
Have you thought of changing the light fitting to one where the holder
is above the bulb? Like one of these:
http://tinyurl.com/qx2kh9g
http://tinyurl.com/ls9klmy
These may be more in keeping with your room.
http://tinyurl.com/k3yda65
http://tinyurl.com/kb72lgd
--
Regards
Stephen
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Stephen <mca### [at] aolcom> wrote:
> What does it look like without the isosurfaces?
There's not a single isosurface in the scene. I figured it might have something
to do with going through the bulb glass, then the lampshade glass, but I get the
same effect when I just use a looks_like {sphere}....
> I have tried a couple of times to use ceiling lamps with the lamp holder
> at the bottom. And always had similar results to yours.
It's not the ceiling fixture, since the other images I posted have point light
sources in the exact same places in the fixture, and they light up the whole
scene just fine. All I get are the shadows that jhu didn't like.
> But since I
> don't use radiosity, ambient gets round the lack of atmospheric scattering.
> Have you thought of changing the light fitting to one where the holder
> is above the bulb?
I have, though as I mentioned, the fixture doesn't seem to be the issue.
The lighting and the radiosity seem to all work fine, I'm just trying to work
out how to get the fixture to have a visible light source - but I'm getting both
this weird cut-off effect (which doesn't make sense if you draw a line from near
the top of the lampshade to the edge of the metal fixture - it should intersect
the wall somewhere low, not look like some sort of water_level height_field
cutoff) and the glowing sphere that seems to work well in the lightbulb WIP
looks like a grayish sphere suspended inside the lampshade.
I'm puzzled by this, though I am often thwarted by seemingly simple and
otherwise-straightforward tasks....
I can post the source if it helps hunt down the issue, and you can see that the
fixture-under-lamp doesn't mess up the scene - something else does.
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> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 4-11-2014 4:12, Bald Eagle wrote:
>>> I'm gonna guess that this is a max trace level issue...
>>>
>>
>> But radiosity is switched off in this scene surely??
>>
>> Thomas
>
> It surely was, but enabling it didn't do much except add a bit of "fill light"
> to the dark region. I'm no longer sure it's a max_trace_level thing, since I
> commented out the glass of the bulb, and raise MTL from 5 to 7 .... Must have
> something to do with the looks_like {Filament}?
>
> I've only ever tried using light bulbs or looks_like a few times before, and
> it's always a frustrating experience.
>
Try max_trace_level 255. If the isue is still there, then, it's probably
something else.
In this scene, I'd forget modeling the whole bulb and only use a small
sphere with looks_like. Anyway, the bulbs are realy small compared to
the rest. Only resort to the fully modelled bulbs if you ever render a
close up view of the chandelier or the fixtures.
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> I'm gonna guess that this is a max trace level issue...
Hi,
Had a quick look at your light bulb source file and I think there are 2 possible
fixes for this issue if you want to keep the bulb shape.
1) remove the screw part of the lightbulb as it seems to be casting the shadow.
2) use an area_light for your bulb as below:
light_source {
<0, 0, 0> rgb <1, 1, 1>*0.4
area_light
<4, 0, 0> <0, 0, 4>
4, 4
adaptive 0
jitter
circular
orient
looks_like {
union { object {Filament}
sphere {<0, 3.5, 0>, 1.7 pigment {rgbf <1*Flare, 1*Flare, 0.5*Flare, 1>}
finish {specular 1} }
}
translate <0, 0, 0>
}
}
Both seem to work with the simple demo file I created.
Sean
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On 04/11/2014 23:37, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>
>> What does it look like without the isosurfaces?
>
> There's not a single isosurface in the scene. I figured it might have something
> to do with going through the bulb glass, then the lampshade glass, but I get the
> same effect when I just use a looks_like {sphere}....
>
It is your mention of Max_Trace that made me think of isosurfaces.
If you were thinking of Max_intersections. Do you know that PovRay
reports the current settings and maximum number of intersections in the
message window?
For instance:
Render Statistics
Image Resolution 1024 x 768
Pixels: 787456 Samples: 3341776 Smpls/Pxl: 4.24
Rays: 5439099 Saved: 359357 Max Level: 9/20
Ray->Shape Intersection Tests Succeeded Percentage
Max Level: 9/20 means that max_intersections is set to 90 and 9 is the
largest number Pov found when rendering.
> I'm puzzled by this, though I am often thwarted by seemingly simple and
> otherwise-straightforward tasks....
>
Yes, well so was I. Until I did an experiment with an old scene of mine
that has some similarities to yours.
Your not per chance moving your lampshades to where the light source is,
are you?
When I did that I got the shadow effect. But when I left it at the
origin I get the desired result as attached. It is a quickly modified
old scene and not finished. The shade is declared but not called and the
light source is:
#declare Hall_Light =
light_source {
< 0.00, 0.00, 0.00 >, color rgb <1.000,1.000,0.769>*2.000
fade_power 2.000
fade_distance 100.0
media_attenuation off
media_interaction on
looks_like {Shade0}
translate <-34.36,100.00,-50.30>
}
--
Regards
Stephen
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Attachments:
Download 'looks_hall_l_01b_0000.jpg' (253 KB)
Preview of image 'looks_hall_l_01b_0000.jpg'
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On 05/11/2014 11:26, Stephen wrote:
> Max Level: 9/20 means that max_intersections is set to 90 and 9 is the
> largest number Pov found when rendering.
Set to 20, I meant.
--
Regards
Stephen
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"s.day" <s.d### [at] uelacuk> wrote:
> Had a quick look at your light bulb source file
Thanks!
I made a new include file to construct a bare white room, the 2 ceiling
fixtures, and the lightbulbs.
> 1) remove the screw part of the lightbulb as it seems to be casting the shadow.
It's not, as I had the screwbase commented out.
(I'm sure it DOES cast _A_ shadow - but not the one that's slaughtering my
scene.)
> 2) use an area_light for your bulb as below:
> Both seem to work with the simple demo file I created.
Delving into the simplified scene, I noticed that I probably thought that
declaring the light source at the origin and using a 3D filament that was
translated y*3.5 would give me some sort of light source that emanates from the
actual surface of the filament.
This is clearly not the case, and not the way looks_like works.
Declaring the light_source at <0, 3.5, 0>, as the point light sources originally
were, fixed the problem of blotting out the entire lower part of the scene, and
makes sense given the light sources' proximity to the supporting half-spheres of
the fixture.
I think that since the lights were positioned _just_ above the fixture, what
spreading them out to an area light did was move the edges of the light source
over the edge and allowed them to illuminate underneath.
I've just gotten the fixtures and a sphere to look reasonably like what I want,
so I'm going to play around with that for a while.
Post a reply to this message
Attachments:
Download 'ceilinglamps.inc.txt' (12 KB)
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Le 14-11-05 06:26, Stephen a écrit :
> On 04/11/2014 23:37, Bald Eagle wrote:
>> Stephen <mca### [at] aolcom> wrote:
>>
>>> What does it look like without the isosurfaces?
>>
>> There's not a single isosurface in the scene. I figured it might have
>> something
>> to do with going through the bulb glass, then the lampshade glass, but
>> I get the
>> same effect when I just use a looks_like {sphere}....
>>
>
> It is your mention of Max_Trace that made me think of isosurfaces.
> If you were thinking of Max_intersections. Do you know that PovRay
> reports the current settings and maximum number of intersections in the
> message window?
>
> For instance:
>
> Render Statistics
> Image Resolution 1024 x 768
>
> Pixels: 787456 Samples: 3341776 Smpls/Pxl: 4.24
> Rays: 5439099 Saved: 359357 Max Level: 9/20
>
> Ray->Shape Intersection Tests Succeeded Percentage
>
>
> Max Level: 9/20 means that max_intersections is set to 90 and 9 is the
> largest number Pov found when rendering.
>
>
The Max Level entry is for max_trace_level and always apply. The
presance of any isosurface don't mather.
This mean that, in this case, a single ray can have up to 20 reflections
or refractions before POV-Ray gives up.
There are no messages regarding max_intersections.
max_intersections/all_intersections applys only to isosurfaces that are
part of difference/intersection.
Alain
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On 05/11/2014 17:13, Alain wrote:
>>
>
> The Max Level entry is for max_trace_level and always apply. The
> presance of any isosurface don't mather.
> This mean that, in this case, a single ray can have up to 20 reflections
> or refractions before POV-Ray gives up.
>
> There are no messages regarding max_intersections.
> max_intersections/all_intersections applys only to isosurfaces that are
> part of difference/intersection.
My local copy of the help file (Ver 3.62) only gives one entry under
max_trace and that is for isosurface.
Using a modeller as I do adds another level of confusion. Thanks for
correcting me. :-)
--
Regards
Stephen
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