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I've attached a file with an emissive object I can't seem to get
working. What is incorrect?
--
http://isometricland.com
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Attachments:
Download 'gh_scene_spinner_cubemap_emission.pov.txt' (3 KB)
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On 6/5/2010 6:36 PM, SharkD wrote:
> I've attached a file with an emissive object I can't seem to get
> working. What is incorrect?
>
>
I figured out that I needed to make /all/ container objects hollow, not
just the one with the interior.
--
http://isometricland.com
Post a reply to this message
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Le 2010-06-05 18:36, SharkD a écrit :
> I've attached a file with an emissive object I can't seem to get
> working. What is incorrect?
>
>
Your large world sphere is not hollow, suppressing any media within it's
confine.
Why are you setting ambient_light 0? There is no reason for doing that,
even in a radiosity scene, especialy if you want anything to actualy
glow beside emissive medias.
The purpose of that setting is to globaly change the colour of the
ambient part of all finishes.
The best way is to set the default finish to have amnient 0.
Alain
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On 6/7/2010 2:28 PM, Alain wrote:
> Why are you setting ambient_light 0? There is no reason for doing that,
> even in a radiosity scene, especialy if you want anything to actualy
> glow beside emissive medias.
> The purpose of that setting is to globaly change the colour of the
> ambient part of all finishes.
Not sure... I started by reusing files from other scenes.
--
http://isometricland.com
Post a reply to this message
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Am 07.06.2010 20:28, schrieb Alain:
> Why are you setting ambient_light 0? There is no reason for doing that,
> even in a radiosity scene, especialy if you want anything to actualy
> glow beside emissive medias.
> The purpose of that setting is to globaly change the colour of the
> ambient part of all finishes.
>
> The best way is to set the default finish to have amnient 0.
( I personally disagree - both solutions are just kludges, and both have
disadvantages. My personal preference is to set ambient_light to some
very low value when using radiosity - e.g. 0.001 - and set ambient to a
correspondingly high value - in this case 1000 - for objects that should
appear to be glowing (again, only when using radiosity).
The /really/ best way to do it, however, would be to patch POV-Ray so
that object "glow" could be modeled without misusing the classic ambient
mechanism. )
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On 6/8/2010 6:53 AM, clipka wrote:
> Am 07.06.2010 20:28, schrieb Alain:
>
>> Why are you setting ambient_light 0? There is no reason for doing that,
>> even in a radiosity scene, especialy if you want anything to actualy
>> glow beside emissive medias.
>> The purpose of that setting is to globaly change the colour of the
>> ambient part of all finishes.
>>
>> The best way is to set the default finish to have amnient 0.
>
> ( I personally disagree - both solutions are just kludges, and both have
> disadvantages. My personal preference is to set ambient_light to some
> very low value when using radiosity - e.g. 0.001 - and set ambient to a
> correspondingly high value - in this case 1000 - for objects that should
> appear to be glowing (again, only when using radiosity).
>
> The /really/ best way to do it, however, would be to patch POV-Ray so
> that object "glow" could be modeled without misusing the classic ambient
> mechanism. )
I'm using LightSys by the way. The demo scenes all tend to turn ambient
off by default.
--
http://isometricland.com
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