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From: s day
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 5 Nov 2014 05:40:02
Message: <web.5459fd60cbb3d81597b9a8510@news.povray.org>
"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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From: Stephen
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 5 Nov 2014 06:26:17
Message: <545a0959@news.povray.org>
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'
looks_hall_l_01b_0000.jpg


 

From: Stephen
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 5 Nov 2014 06:28:36
Message: <545a09e4$1@news.povray.org>
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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From: Bald Eagle
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 5 Nov 2014 10:25:01
Message: <web.545a40f7cbb3d8155e7df57c0@news.povray.org>
"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)

From: Alain
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 5 Nov 2014 12:13:01
Message: <545a5a9d@news.povray.org>
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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From: Stephen
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 5 Nov 2014 14:54:39
Message: <545a807f$1@news.povray.org>
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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From: Bald Eagle
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 5 Nov 2014 15:20:00
Message: <web.545a8616cbb3d8155e7df57c0@news.povray.org>
This helps me a lot.
It's far easier for me to understand a lot of what POV-Ray does in visual terms.


http://www.f-lohmueller.de/pov_tut/interior/interior_03e.htm


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From: Stephen
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 5 Nov 2014 15:32:42
Message: <545a896a$1@news.povray.org>
On 05/11/2014 20:18, Bald Eagle wrote:
> This helps me a lot.
> It's far easier for me to understand a lot of what POV-Ray does in visual terms.
>
>
> http://www.f-lohmueller.de/pov_tut/interior/interior_03e.htm
>

Indeed it does, for me too. Friedrich Lohmüller's site is a treasure trove.

-- 

Regards
     Stephen


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From: s day
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 5 Nov 2014 19:05:01
Message: <web.545aba9ecbb3d815a47478650@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
>
> 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.)

OK, on my simple white room with a single bulb commenting out the screw part
fixed the issue but I can see it may not be a fix for your scene.

> 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.

I also did a simple test where I moved the light source up a couple of units and
that fixed the issue in my simple scene.

>
> 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.

Yes, the area_light idea was more of a workaround than a real solution.

Another thought would be to add no_shadow to any parts of the scene that are
casting this but I suspect that may end up looking unrealistic. I created a
lantern a while back which had a light source inside the lamp and that worked OK
so I am sure it is fixable. maybe if you can post the code to create the entire
light fitting I can have another go (once my PC has finished rendering my
current version of my tc-rtc entry).

Sean


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From: Bald Eagle
Subject: Re: Secret Passage WIP (TINA CHeP)
Date: 6 Nov 2014 00:15:00
Message: <web.545b032acbb3d8155e7df57c0@news.povray.org>
> Another thought would be to add no_shadow to any parts of the scene that are
> casting this but I suspect that may end up looking unrealistic.

I just ran that through my head a few times, and maybe unioning a no_shadow
object and one with an rgbf value would allow "dialing-in" the amount of shadow
it throws.  I don't mind the shadows, but perhaps softening them might have some
benefit.

> I created a
> lantern a while back which had a light source inside the lamp and that worked OK
> so I am sure it is fixable. maybe if you can post the code to create the entire
> light fitting I can have another go (once my PC has finished rendering my
> current version of my tc-rtc entry).
>
> Sean

Thanks Sean,
I'm getting the hang of working with this, though you're welcome to have the
fixtures to play around with.  No telling what you may come up with.  At some
point I'll get back to working on a mammoth WIP (approx. 400' x 400' facility) I
started a while back, and I'm probably going to need to learn about modeling
light fixtures and probably these "light groups" that I've yet to try....
Maybe radiosity without traditional light_sources is the way to go with that...

I'm looking forward to see where you're taking your interpretation of the topic
- I just today saw all the entries for Part 1.  It's inspiring, humbling, and
intimidating all at the same time.  :)   Hope you're making good progress and
getting the results you want.

I think the multiple layers of shadows in this are really cool - maybe I'll do
something that's composed almost entirely of shadows in the future...


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Attachments:
Download 'ceilinglamps.inc.txt' (16 KB)

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