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From: Edward Lotter
Subject: visible flourescent/neon tube light
Date: 9 Sep 1998 02:08:42
Message: <01bddbb0$052ffd00$693ed3cf@edward.loop.com>
Try as I might (and search as I might) I have not been able to find a
solution to this one!

My first thought (when learning POV-Ray) was a light that looked like a
cyclinder.
The docs do NOT tell you that the light will ONLY emit from the source, not
the
entire object.

Okay, next try. Halos! Many frustrated hours later. NOPE!

Finally, linear area lights!! Even more frustrated hours later. I don't
think so!!

Since I'm not a fundi with POV-Ray, it's entirely possible I have missed a
salient
point in one or a combination of the above which would have solved my
dilemma, but
what it is eludes me!

How does one render a visible flourescent tube (like those in an office
ceiling)?
Or even a neon sign??

Thanks in advance for any pointers and help.

Cheers
Eddie


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From: Ken
Subject: Re: visible flourescent/neon tube light
Date: 9 Sep 1998 02:47:24
Message: <35F615EB.CFEDA57D@pacbell.net>
Edward Lotter wrote:

> Try as I might (and search as I might) I have not been able to find a
> solution to this one!
>
> My first thought (when learning POV-Ray) was a light that looked like a
> cyclinder.
> The docs do NOT tell you that the light will ONLY emit from the source, not
> the
> entire object.
>
> Okay, next try. Halos! Many frustrated hours later. NOPE!
>
> Finally, linear area lights!! Even more frustrated hours later. I don't
> think so!!
>
> Since I'm not a fundi with POV-Ray, it's entirely possible I have missed a
> salient
> point in one or a combination of the above which would have solved my
> dilemma, but
> what it is eludes me!
>
> How does one render a visible flourescent tube (like those in an office
> ceiling)?
> Or even a neon sign??
>
> Thanks in advance for any pointers and help.
>
> Cheers
> Eddie

  I can't offer any direct advice on procedures to fix your scene
but I can offer a possible place to do some research.
    I know I have seen some good neon signs done in Pov in the
i.r.t.c. competitions. Maybe you could cruise through the entries
and find one that has a neon sign and the source code attached.
Learn form others. The i.r.t.c is located off the POV-Ray home page
at: http://www.povray.org

Ken


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From: David Reynolds
Subject: Re: visible flourescent/neon tube light
Date: 9 Sep 1998 04:08:33
Message: <35F6295F.D7C1D0D6@bellsouth.net>
As Ken said there are good pics in the IRTC competitions. I case you do
not have all pics available. I looked through my archives and found some
that might help. 
JulAug97 'ersarmor.jpg'
JulAug97 'magia.jpg'
MayJun97 'toka2100.jpg'
SepOct96 'atlantis.jpg'
SepOct96 'attack1.jpg'
SepOct96 'ewbatl.jpg'
SepOct96 'lsaber.jpg'

These are just some of the ones that stud out to me. There are others
that might help you especially in the Space round SepOct96. 

Have fun and let us know how it turns out.
David Reynolds





Edward Lotter wrote:
> 
> Try as I might (and search as I might) I have not been able to find a
> solution to this one!
> 
> My first thought (when learning POV-Ray) was a light that looked like a
> cyclinder.
> The docs do NOT tell you that the light will ONLY emit from the source, not
> the
> entire object.
> 
> Okay, next try. Halos! Many frustrated hours later. NOPE!
> 
> Finally, linear area lights!! Even more frustrated hours later. I don't
> think so!!
> 
> Since I'm not a fundi with POV-Ray, it's entirely possible I have missed a
> salient
> point in one or a combination of the above which would have solved my
> dilemma, but
> what it is eludes me!
> 
> How does one render a visible flourescent tube (like those in an office
> ceiling)?
> Or even a neon sign??
> 
> Thanks in advance for any pointers and help.
> 
> Cheers
> Eddie


Post a reply to this message

From: Johannes Hubert
Subject: Re: visible flourescent/neon tube light
Date: 9 Sep 1998 04:15:54
Message: <35f62b2a.0@news.povray.org>
Edward Lotter <_lot### [at] loopcom> wrote in message
<01bddbb0$052ffd00$693ed3cf@edward.loop.com>...
[snip]
>
>How does one render a visible flourescent tube (like those in an office
>ceiling)?
>Or even a neon sign??
>
>Thanks in advance for any pointers and help.


If you are out for a closeup with absolutely realistic lighting, then you
will have a hard time... :-(

But if you can settle for less (like a sign in the midground/background, or
a sign which doesn't have to light up everything very realisticly), try this
workaround:

Create your neonsign object.
Give it an ambient value of 1, so that it glows by itself. Also set the
"no_shadow" property.
If you want to, surround it by a halo/interior to give it a glow (but in
reality this only happens if there is fog).
Create a point light at about the center of the light, with a color that
matches the main color the sign would emit. Use this for test-renders. For
the final render, replace it with an area-light that covers about the same
are as the sign with the same color as the pointlight.

Note: This workaround will not light up objects close to the sign in a
realistic manner, but for a sign that is (for example) sitting on a wall,
with no objects in close proximity, this should work.

Hope it helps a bit,
Johannes.


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From: Thomas Willhalm
Subject: Re: visible flourescent/neon tube light
Date: 9 Sep 1998 04:38:01
Message: <qqmemtlwxbb.fsf@goldach.fmi.uni-konstanz.de>
"Edward Lotter" <_lot### [at] loopcom> writes:

> Try as I might (and search as I might) I have not been able to find a
> solution to this one!
[fruitless tries snipped]
> 
> How does one render a visible flourescent tube (like those in an office
> ceiling)?
> Or even a neon sign??

Why not place a set of point light sources in a tube. Something like this

#declare nmb=0;
#while (nmb<=10)
   light_source { nmb*y color rgb 0.1 }
   #declare nmb=nmb+1;
#end
cylinder { <0,-0.5,0>, <0,10.5,0>, 0.2 pigment { color rgbt <1,0.6,0.6,0.5> } }

I haven't tested the code, but in principle it should work.

Thomas

-- 
http://www.fmi.uni-konstanz.de/~willhalm


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From: Lance Birch
Subject: Re: visible flourescent/neon tube light
Date: 9 Sep 1998 04:40:29
Message: <35f630ed.0@news.povray.org>
What you can try is to define your neon tubing using Chris Colefax's Spline
include file.  This way, you can make a realistic glass tube (using close
blobs is one way, you get the positions from the "iterated" spline).  Then,
with the lights, if you're game enough:

Define the tube splines.
Loop through the spline gathering points that are close together.
Convert these points into point lights with a VERY dim colour value and
light falloff.

This will create the neon lighting effect you're after.

If you want "glow" around or IN the neon tube then use the same method above
but with predefinded halo spheres (once again these will have to be of a
thin density).


This will of course SLOOOOWWWWWWWW [THUMP!!!!!] Sorry, this will of course
slow down rendering times DRAMATICALLY!!!!!!!!

Just a thought, although I'm sure someone has a better (and faster!!!) idea.

--
Lance.


---
For the latest MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone


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From: Nieminen Mika
Subject: Re: visible flourescent/neon tube light
Date: 9 Sep 1998 07:23:12
Message: <35f65710.0@news.povray.org>
Johannes Hubert <jhu### [at] algonetse> wrote:
: Create your neonsign object.
: Give it an ambient value of 1, so that it glows by itself. Also set the
: "no_shadow" property.
[snip]
: Note: This workaround will not light up objects close to the sign in a
: realistic manner

  This can be achieved with (surprise!) radiosity :)
  A very bright object (like one with ambient set to 1) emits lots of its
color to its surroundings, so with proper radiosity settings it will look
like it's actually emitting light.
  This effect can be seen in the images at
http://iki.fi/warp/pics/Radiosity_test/

-- 
                                                           - Warp. -


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From: Dan Connelly
Subject: Re: visible flourescent/neon tube light
Date: 9 Sep 1998 08:03:35
Message: <35F66097.351340B9@flash.net>
Nieminen Mika wrote:
>
>   This can be achieved with (surprise!) radiosity :)
>   A very bright object (like one with ambient set to 1) emits lots of its
> color to its surroundings, so with proper radiosity settings it will look
> like it's actually emitting light.
>   This effect can be seen in the images at
> http://iki.fi/warp/pics/Radiosity_test/


Ambience 1 isn't very bright.  It will be obscured by fog, etc.
Ambience 10 is very bright.  I'd try superunity ambience on
neon.

Dan

-- 
http://www.flash.net/~djconnel/


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From: Ken
Subject: Re: visible flourescent/neon tube light
Date: 9 Sep 1998 08:08:11
Message: <35F6611D.197E9DC2@pacbell.net>
Dan Connelly wrote:

> Ambience 1 isn't very bright.  It will be obscured by fog, etc.
> Ambience 10 is very bright.  I'd try superunity ambience on
> neon.
>
> Dan
>
> --
> http://www.flash.net/~djconnel/

  Do you mean to tell me that it is possible to use an
ambient value higher than 1. If this is so why wasn't
I informed. I don't remember getting a memo !

Ken


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From: mick
Subject: Re: visible flourescent/neon tube light
Date: 9 Sep 1998 12:54:37
Message: <01bddc0a$1c466100$4738a8c2@wphnvffu>
Use it All the time with fog

Mick

Ken <tyl### [at] pacbellnet> wrote in article
<35F6611D.197E9DC2@pacbell.net>...
> 
> 
> Dan Connelly wrote:
> 
> > Ambience 1 isn't very bright.  It will be obscured by fog, etc.
> > Ambience 10 is very bright.  I'd try superunity ambience on
> > neon.
> >
> > Dan
> >
> > --
> > http://www.flash.net/~djconnel/
> 
>   Do you mean to tell me that it is possible to use an
> ambient value higher than 1. If this is so why wasn't
> I informed. I don't remember getting a memo !
> 
> Ken
> 
>


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