POV-Ray : Newsgroups : povray.binaries.scene-files : Help with light code Server Time
18 Apr 2024 00:32:47 EDT (-0400)
  Help with light code (Message 1 to 7 of 7)  
From: Pedro Graterol
Subject: Help with light code
Date: 15 Mar 1999 10:10:23
Message: <36ed22df.0@news.povray.org>
#include "colors.inc" // Standard Color definitions
#include "textures.inc"
#include "finish.inc"

camera
{
  location  <0.0 , 2.0 ,-5.00>
  look_at   <0.0 ,0.5 , 0.0>
}

light_source {<0,0.75,0>Turquoise media_attenuation on}
light_source {<-30,100,-30>  Gold}

background { Black}

plane
{
  y,
  -1.0
  hollow on
 texture{ tiles
{
  texture
  {
    pigment { Silver   }
    finish { ambient 0.2 }
  }
  tile2
  texture
  {
    pigment { granite }
    finish { specular 0.3 reflection 0.2 }
  }
}scale 5
}interior {caustics 0.5}
}



 #declare ariadna = texture {
  pigment {
   spiral1 12   //was spiral2
    turbulence 0.8
    //frequency 3
    scale 3
    color_map {
    [0.25 rgbf <1.0, 1.1, 1.0, 0.0>]
    [0.25 rgbf <1.0, 1.0, 1.0, 1.0>]
    [0.75 rgbf <1.0, 1.0, 1.0, 1.0>]
    [0.75 rgbf <1.0, 1.0, 1.0, 0.0>]
  }
    rotate <90,0,0>
  }
}
texture {
  pigment {
    spiral2 12
    turbulence 0.8
    //frequency 3
    scale 3
    color_map {
    [0.25 rgbf <1.0, 1.0, 1.0, 0.0>]
    [0.25 rgbf <1.0, 1.0, 1.0, 1.0>]
    [0.75 rgbf <1.0, 1.0, 1.0, 1.0>]
    [0.75 rgbf <1.0, 1.0, 1.0, 0.0>]
  }
    rotate <0,90,0>   }
  finish {Dull}


#declare base=
sphere{<0,0,0> 1.50 translate<0,1,0> hollow texture {ariadna}interior {ior
1.000292}}
#declare base2=
sphere{<0,0,0> 1.10 translate<0,1,0> hollow rotate 45*y texture {ariadna
rotate 45*y}interior {ior 1.000292}}

#declare esfera=union{

object {base }
object {base2}
}
object {esfera}

cylinder
{
  0*y,  5*y,  0.75

  translate <2.5,-1,-1>
  texture{ tiles
{
  texture      {
    pigment { Silver   }     finish { Mirror }
  }
  tile2
  texture    // full texture of tile #2
  {
    pigment { granite }
    finish { specular 0.3 reflection 0.2 }
  }}}}


cylinder
{
  0*y,  25*y, 4

  translate <-8,-2,22>
  texture{ tiles
{
  texture      {
    pigment { Silver   }     finish { Mirror }
  }
  tile2
  texture      {
    pigment { granite }
    finish { specular 0.3 reflection 0.2 }
  }}}}



--
Marjorie Graterol
http://www.emediez.com


Post a reply to this message

From: Ken
Subject: Re: Help with light code
Date: 15 Mar 1999 22:37:07
Message: <36EDD25C.BB8A06BE@pacbell.net>
Pedro Graterol wrote:

I missed somewhere what the question is. If you would elborate a bit I
might be able to offer some help. :)

-- 
Ken Tyler

mailto://tylereng@pacbell.net


Post a reply to this message

From: Pedro Graterol
Subject: Re: Help with light code
Date: 17 Mar 1999 09:41:26
Message: <36efbf16.0@news.povray.org>
Ken wrote in message <36EDD25C.BB8A06BE@pacbell.net>...

>I missed somewhere what the question is. If you would elborate a bit I
>might be able to offer some help. :)
>
The message was sort like this:
>Is there any way to 'soften' the light
projected onto the floor? I tried Media, interior and radiosity in global
settings, but the difference was not relevant.
> (and )...more lights in order to attenuate the main light, which is inside
the spheres.
*Image is in binaries.images. btw ,  a veeeeery simple and non-important
exercise*

I would appreciate that.  :-) I was trying to find a way to "soften" the
lights. It is a main light located inside two  spheres.  Bob Hughes
recommended to set area_lights and I did. But I did not like the results
(they were even brighter). Finally, I had to change the floor., they are
softened -but I did not want to change the floor!.   Thanks in advance

Marjorie Graterol


Post a reply to this message

From: Bob Hughes
Subject: Re: Help with light code
Date: 18 Mar 1999 22:51:12
Message: <36F1C9AC.2F7B35F9@aol.com>
I may have misunderstood entirely your attempt, which is common when
trying to convey things.
The area_light suggestion I made earlier was so that the light being
emitted from within the sphere would blend shadow/light edges of the
sparsely lit irregular spots on the surrounding floor. Now it sounds to
me like you are looking for a more diffuse (in terms of softer spread)
light and I'm not sure how to go about that. In fact, if so, seems to me
the area lights would do okay for this. The other thing I was thinking
would be to have a filtering of the object texture. Meaning, you now
have a sharp edged texture (spiral with color map of .25 to .25 then to
.75 and .75) and using a more blended color map like:

#declare ariadna = texture {
  pigment {
   spiral1 12   //was spiral2
    turbulence 0.8
    //frequency 3
    scale 3
    color_map { //softer edged color map
    [0.225 rgbf <1.0, 1.1, 1.0, 0.0>] //slightly green ???
    [0.25 rgbf <1.0, 1.0, 1.0, 0.5>]  //added
    [0.275 rgbf <1.0, 1.0, 1.0, 1.0>]
    [0.725 rgbf <1.0, 1.0, 1.0, 1.0>]
    [0.75 rgbf <1.0, 1.0, 1.0, 0.5>]  //added
    [0.775 rgbf <1.0, 1.0, 1.0, 0.0>]
  }
    rotate <90,0,0>
  }
}
texture {
  pigment {
    spiral2 12
    turbulence 0.8
    //frequency 3
    scale 3
    color_map { //softer edged color map
    [0.225 rgbf <1.0, 1.0, 1.0, 0.0>]
    [0.25 rgbf <1.0, 1.0, 1.0, 0.5>]  //added
    [0.275 rgbf <1.0, 1.0, 1.0, 1.0>]
    [0.725 rgbf <1.0, 1.0, 1.0, 1.0>]
    [0.75 rgbf <1.0, 1.0, 1.0, 0.5>]  //added
    [0.775 rgbf <1.0, 1.0, 1.0, 0.0>]
  }
    rotate <0,90,0>   }
  finish {Dull}

The slight green I take it may be a mistake? I didn't change it.
Anyhow, this might not be anything that your trying to do, in which case
a fail to understand your need. Sorry if so. Maybe Ken will have a
thought eventually.


Pedro Graterol wrote:
> 
> Ken wrote in message <36EDD25C.BB8A06BE@pacbell.net>...
> 
> >I missed somewhere what the question is. If you would elborate a bit I
> >might be able to offer some help. :)
> >
> The message was sort like this:
> >Is there any way to 'soften' the light
> projected onto the floor? I tried Media, interior and radiosity in global
> settings, but the difference was not relevant.
> > (and )...more lights in order to attenuate the main light, which is inside
> the spheres.
> *Image is in binaries.images. btw ,  a veeeeery simple and non-important
> exercise*
> 
> I would appreciate that.  :-) I was trying to find a way to "soften" the
> lights. It is a main light located inside two  spheres.  Bob Hughes
> recommended to set area_lights and I did. But I did not like the results
> (they were even brighter). Finally, I had to change the floor., they are
> softened -but I did not want to change the floor!.   Thanks in advance
> 
> Marjorie Graterol

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto:inv### [at] aolcom?Subject=PoV-News


Post a reply to this message

From: Pedro Graterol
Subject: Re: Help with light code
Date: 19 Mar 1999 09:37:52
Message: <36f26140.0@news.povray.org>
Thank you very much for your help.  I think it was my way of writing  :-)

Bob Hughes wrote in message <36F1C9AC.2F7B35F9@aol.com>...
>I may have misunderstood entirely your attempt, which is common when
>trying to convey things.

You are right, the green is a mistake but, as it happens to me very
frequently, I do not see it is in front of me until someone says so :-)
Thanks for that too (I was wondering "why dear Lord????")


I will continue working in that image piece now.

Marjorie Graterol


Post a reply to this message

From: Ken
Subject: Re: Help with light code
Date: 19 Mar 1999 10:02:47
Message: <36F26634.87CEA7C0@pacbell.net>
Pedro Graterol wrote:
> 
> Thank you very much for your help.  I think it was my way of writing  :-)
> 
> Bob Hughes wrote in message <36F1C9AC.2F7B35F9@aol.com>...
> >I may have misunderstood entirely your attempt, which is common when
> >trying to convey things.
> 
> You are right, the green is a mistake but, as it happens to me very
> frequently, I do not see it is in front of me until someone says so :-)
> Thanks for that too (I was wondering "why dear Lord????")
> 
> I will continue working in that image piece now.
> 
> Marjorie Graterol

   Since Bob called me out I will offer one suggestion anyway. A neat
 trick for lowering the brightness of a light source with very precise
 control is to wrap it in a sphere with a white filtering pigment. If
 you use rgbf 1 then the brightness of the light coming from inside
 the sphere will be the same. As you gradually lower this the amount
 of light that is allowed to pass is reduced. The accuracy of control
 comes from the amount of decimal places you can use to specify the
 filter value with. Try it, it will work, and then you can tell everybody
 that will listen that you heard it here first.

 -- 
 Ken Tyler

 mailto://tylereng@pacbell.net


Post a reply to this message

From: Pedro Graterol
Subject: Re: Help with light code
Date: 19 Mar 1999 15:04:27
Message: <36f2adcb.0@news.povray.org>
Thanks Bob and Ken! I decided to apply both advises, and I like the result.
I also added some frequency to the texture. I kept the slightly green
because the light is Turquoise. -I am afraid I down-scaled the tiles in the
back cylinder, but that's not so important. The image is in binaries.images
under this same header.
Regards,
Marjorie Graterol


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.