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Is this the correct way to set up a light_source and attached object?
// Sun
light_source
{
Source_Location
rgb light_color
looks_like
{
sphere
{
Source_Location, Source_Radius
texture
{
pigment {color rgb light_color}
finish
{
emission 1
ambient 0
diffuse 0
}
}
}
}
parallel
}
Note that the light source and object are both located at
Source_Location. I'm not sure how to test whether I'm doing it right or
wrong.
Mike
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Am 08.09.2016 um 06:54 schrieb Mike Horvath:
> Is this the correct way to set up a light_source and attached object?
Nope.
A looks_like object needs to be constructed at <0,0,0>, as POV-Ray
automatically adds a translation to the light source's location.
I do agree that this is poorly documented in the official documentation.
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On 9/8/2016 3:57 AM, clipka wrote:
> Am 08.09.2016 um 06:54 schrieb Mike Horvath:
>> Is this the correct way to set up a light_source and attached object?
>
> Nope.
> A looks_like object needs to be constructed at <0,0,0>, as POV-Ray
> automatically adds a translation to the light source's location.
>
> I do agree that this is poorly documented in the official documentation.
>
So this is better?
// Sun
light_source
{
Source_Location
rgb light_color
looks_like
{
sphere
{
<0,0,0>, Source_Radius
texture
{
pigment {color rgb light_color}
finish
{
emission 1
ambient 0
diffuse 0
}
}
}
}
parallel
}
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Am 08.09.2016 um 10:00 schrieb Mike Horvath:
> So this is better?
Yup.
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clipka <ano### [at] anonymousorg> wrote:
> Am 08.09.2016 um 06:54 schrieb Mike Horvath:
> > Is this the correct way to set up a light_source and attached object?
>
> Nope.
> A looks_like object needs to be constructed at <0,0,0>, as POV-Ray
> automatically adds a translation to the light source's location.
>
> I do agree that this is poorly documented in the official documentation.
!!
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Mike Horvath <mik### [at] gmailcom> wrote:
> On 9/8/2016 3:57 AM, clipka wrote:
> > Am 08.09.2016 um 06:54 schrieb Mike Horvath:
> >> Is this the correct way to set up a light_source and attached object?
> >
> > Nope.
> > A looks_like object needs to be constructed at <0,0,0>, as POV-Ray
> > automatically adds a translation to the light source's location.
> >
> > I do agree that this is poorly documented in the official documentation.
> >
>
> So this is better?
>
>
> // Sun
> light_source
> {
> Source_Location
> rgb light_color
> looks_like
> {
> sphere
> {
> <0,0,0>, Source_Radius
> texture
> {
> pigment {color rgb light_color}
> finish
> {
> emission 1
> ambient 0
> diffuse 0
> }
> }
> }
> }
> parallel
> }
A more subtle details is that the light_color usually not the same.
the color of POV-Ray light_source describes the color of the illuminated object.
the color of looks_like object describes the color of (sun) itself. The sun
color often much brighter than the object it illuminates.
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"And" <49341109@ntnu.edu.tw> wrote:
>
> A more subtle details is that the light_color usually not the same.
> the color of POV-Ray light_source describes the color of the illuminated object.
> the color of looks_like object describes the color of (sun) itself. The sun
> color often much brighter than the object it illuminates.
I show you the calculation:
The angular diameter of the Sun is about 1/2 degree, so the solid angle of it is
about 0.00006 steradian viewed from Earth. If the luminance of the Sun is
sun_color, than the illuminace of the sun light is sun_color*0.00006, then the
luminance of the reflect surface will be sun_color*0.00006*surface_albedo/pi, so
you should set the color of the POVRay's light_source sun_color*0.00006/pi.
On the other hand, if you set the light_source color A, than the looks_like
color will be A*pi/0.00006 ~= A*52333.
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On 9/12/2016 3:57 AM, And wrote:
> On the other hand, if you set the light_source color A, than the looks_like
> color will be A*pi/0.00006 ~= A*52333.
>
Is this even possible? Isn't there a limit on how bright you can make
something?
Mike
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Am 12.09.2016 um 14:44 schrieb Mike Horvath:
> On 9/12/2016 3:57 AM, And wrote:
>> On the other hand, if you set the light_source color A, than the
>> looks_like
>> color will be A*pi/0.00006 ~= A*52333.
>>
>
> Is this even possible? Isn't there a limit on how bright you can make
> something?
Yes, absolutely: Brightness values cannot exceed 3.4e+38 ;)
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On 9/12/2016 3:57 AM, And wrote:
> On the other hand, if you set the light_source color A, than the looks_like
> color will be A*pi/0.00006 ~= A*52333.
>
Do I apply this to the pigment or the finish emission?
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