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Hi,
there is some problem related to ambience. It could have 2 functions, it
can be used to simulate radiosity light in renders without actual
radiosity, and it can make an object a lightsource.
How about separating this two purposes of ambient?
I.e. we ambient will mean "imitate radiosity" and will NOT be used when
radiosity is on. And new property "glow" (or some other name) will mean the
abount of light that surface of object produses itself.
Example of usage :
object { TheMountains finish { ambient .1 } }
object { ThePersonUnderALamp finish { ambient .5 } }
object { TheRadioactiveWaste finish { ambient .1 glow .8 } }
global_settings { // multiplyers for ambient light and for glow
light_ambient 1 , 0 // 1 when radiosity is OFF, and 0 when it's ON
light_glow 1 , 1 // 1 when radiosity is OFF, and 1 when it's ON
}
As for source code - it's mater of adding second ambient value, and adding
line probably like:
ambient = ambient_ambient * cfgA + ambient_glow * cfgB
where cfgA and cfgB depends on whenever radiosity if on or off, and on
global settings
Currently it is possible to simulate such behaviour i.e. using
#macro PutAmbient(amb, glow)
ambient
amb * cfgA + glow * cfgB
#end
finish { PutAmbient(0.1, 0.8) }
But Imho this solution is not very elegant, especialy when it is needed
inside includes like metals.inc (otherwise some materials starts to glow)
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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In article <Xns### [at] 204213191226>,
"Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote:
> there is some problem related to ambience. It could have 2 functions, it
> can be used to simulate radiosity light in renders without actual
> radiosity, and it can make an object a lightsource.
What is the problem? The fact that it could be more complex does not
mean there is a problem with it.
> I.e. we ambient will mean "imitate radiosity" and will NOT be used when
> radiosity is on. And new property "glow" (or some other name) will mean the
> abount of light that surface of object produses itself.
A better solution: just use separate textures when radiosity is on.
#declare Radiosity = on;
#if(Radiosity)
texture {...}
#else
texture {...}
#end
Or something similar for just the finish settings that need changed.
> As for source code - it's mater of adding second ambient value, and adding
> line probably like:
>
> ambient = ambient_ambient * cfgA + ambient_glow * cfgB
>
> where cfgA and cfgB depends on whenever radiosity if on or off, and on
> global settings
But why, when it's so easy to do in the scene file?
> Currently it is possible to simulate such behaviour i.e. using
If it's possible already, where's the problem?
> But Imho this solution is not very elegant, especialy when it is needed
> inside includes like metals.inc (otherwise some materials starts to glow)
Those textures weren't designed for radiosity, that's why they don't
look right. I fail to see how this would have any effect. And how is
having an extra feature with no added functionality more elegant?
There is something called "emissivity" that actually is fairly difficult
(maybe impossible) to fully simulate in POV, but it appears to be
unrelated to what you are talking about. Emissivity would simply add to
the surface color, not contribute to the ambient lighting, and would be
independent of radiosity.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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cja### [at] earthlinknet news:cjameshuff-
685### [at] netplexaussieorg
> But why, when it's so easy to do in the scene file?
> If it's possible already, where's the problem?
True, it's maybe not a problem, but a thing that could be done more
elegant. It's only a suggestion to make code more clear.
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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> It's only a suggestion to make code more clear.
>
> --
> #macro
g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
> pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local
l=mod(c,100
> );g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end
light_source{
> y 2}sphere{z*20
9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
Hehehe, clear as the code in your .sig? :-D
Just kidding! :-D
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