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Is there a problem with using no_shadow in a light_group? (PovRay 3.5 Linux)
I have modelled as lamp and placed it in a light_group with 2 point lights.
The light bulb texture has a high ambient value, yet it kept rendering very
dark. After playing with it I discovered the dark is because of shadowing
from the point lights. But the bulb has no_shadow on it, and the lights
are both shadowless!
If I render the lamp separately it is fine. I only get the problem in the
light_group. And I need the light group because I don't want the point
lights in the rest of the scene.
Anyone seen this before or know how to get around it?
RG
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i think you cant use no_shadow in a light group ..
no_shadow can be use on a specific item on which you dont want to cast
shadows
if you need a light source which dont cast shadows ..you must use an
ambient_light, or reajust your assumed_gamma ...
news:web.451b07e2acea95bfa0c272b50@news.povray.org...
> Is there a problem with using no_shadow in a light_group? (PovRay 3.5
Linux)
>
> I have modelled as lamp and placed it in a light_group with 2 point
lights.
> The light bulb texture has a high ambient value, yet it kept rendering
very
> dark. After playing with it I discovered the dark is because of shadowing
> from the point lights. But the bulb has no_shadow on it, and the lights
> are both shadowless!
>
> If I render the lamp separately it is fine. I only get the problem in the
> light_group. And I need the light group because I don't want the point
> lights in the rest of the scene.
>
> Anyone seen this before or know how to get around it?
>
> RG
>
>
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but ..there is some particularity
a light group looks like
light_group {
light_source source and color
sphere {position,radius /*no_shadows*/ }
//global_lights off
}
if you add
global_lights on in the light group then the light comming from others
sources will or will not illuminate your sphere, means that shadows will be
or not cast ..
news:web.451b07e2acea95bfa0c272b50@news.povray.org...
> Is there a problem with using no_shadow in a light_group? (PovRay 3.5
Linux)
>
> I have modelled as lamp and placed it in a light_group with 2 point
lights.
> The light bulb texture has a high ambient value, yet it kept rendering
very
> dark. After playing with it I discovered the dark is because of shadowing
> from the point lights. But the bulb has no_shadow on it, and the lights
> are both shadowless!
>
> If I render the lamp separately it is fine. I only get the problem in the
> light_group. And I need the light group because I don't want the point
> lights in the rest of the scene.
>
> Anyone seen this before or know how to get around it?
>
> RG
>
>
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you should aware that a light_group dont contribute to light a scene ..it
only lights the objects in the light group without contributing in the
overall amouth of light of you scene ..
news:web.451b07e2acea95bfa0c272b50@news.povray.org...
> Is there a problem with using no_shadow in a light_group? (PovRay 3.5
Linux)
>
> I have modelled as lamp and placed it in a light_group with 2 point
lights.
> The light bulb texture has a high ambient value, yet it kept rendering
very
> dark. After playing with it I discovered the dark is because of shadowing
> from the point lights. But the bulb has no_shadow on it, and the lights
> are both shadowless!
>
> If I render the lamp separately it is fine. I only get the problem in the
> light_group. And I need the light group because I don't want the point
> lights in the rest of the scene.
>
> Anyone seen this before or know how to get around it?
>
> RG
>
>
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"Penelope20k" <pen### [at] caramailfr> wrote in message
news:451bac6f$1@news.povray.org...
> if you need a light source which dont cast shadows ..you must use an
> ambient_light, or reajust your assumed_gamma ...
imho that makes no sense...
if you need a lightsource that doesn't cast shadows, you need to add
"shadowless" to your light_source
oh, and gonzo: if your texture has an ambient of 1 and still looks dark,
then either your pigment is dark or your global ambient light is set too
low (just leave that at 1, no need to change it)
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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"Zeger Knaepen" <zeg### [at] povplacecom> wrote:
> oh, and gonzo: if your texture has an ambient of 1 and still looks dark,
> then either your pigment is dark or your global ambient light is set too
> low (just leave that at 1, no need to change it)
Doh! That was it, thank you, just needed a prompt to look at the obvious...
Forgot I had dropped the global ambient level when I was playing around with
radiosity... and that's why I connected the problem to the light_group,
because I only needed the light_group for fill & highlights when not using
the radiosity.
Although still not clear on why it was darker where the shadows would be,
since I was using both shadowless on the lights and no_shadow on the bulb.
But it definitely followed the shadow area. I could change the darker areas
by turning one or the other of the lights off.
No matter, its working now.
RG
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gonzo nous apporta ses lumieres en ce 29/09/2006 17:44:
> "Zeger Knaepen" <zeg### [at] povplacecom> wrote:
>> oh, and gonzo: if your texture has an ambient of 1 and still looks dark,
>> then either your pigment is dark or your global ambient light is set too
>> low (just leave that at 1, no need to change it)
>
> Doh! That was it, thank you, just needed a prompt to look at the obvious...
>
> Forgot I had dropped the global ambient level when I was playing around with
> radiosity... and that's why I connected the problem to the light_group,
> because I only needed the light_group for fill & highlights when not using
> the radiosity.
>
> Although still not clear on why it was darker where the shadows would be,
> since I was using both shadowless on the lights and no_shadow on the bulb.
> But it definitely followed the shadow area. I could change the darker areas
> by turning one or the other of the lights off.
>
> No matter, its working now.
>
> RG
>
>
When doing radiosity, it's beter to use "default{finish{ambient 0}}" than
ambient_lights 0.
The first way, you can still use ambient lights. I only change the
global_settings ambient if I want to tint the ambient of the scene. Acording to
the documentations, it's the primary reason you have that.
--
Alain
-------------------------------------------------
Feel good? Don't worry; you'll get over it!
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Alain wrote:
> I only change the
> global_settings ambient if I want to tint the ambient of the scene.
> Acording to the documentations, it's the primary reason you have that.
>
That's what I was doing... I had it at rgb <.438,.212,.098>. Actually,
I probably should have seen the problem sooner but I never got far
enough with radiosity to see the lamp :-/ Radiosity + area lights was
waaaay too slow. It ran all night and was only on line 16.
Without the radiosity it just finished rendering after 19hrs 21min 32sec.
RG
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gonzo nous apporta ses lumieres en ce 30/09/2006 21:46:
> Alain wrote:
>
>> I only change the global_settings ambient if I want to tint the
>> ambient of the scene. Acording to the documentations, it's the primary
>> reason you have that.
>>
>
> That's what I was doing... I had it at rgb <.438,.212,.098>. Actually,
> I probably should have seen the problem sooner but I never got far
> enough with radiosity to see the lamp :-/ Radiosity + area lights was
> waaaay too slow. It ran all night and was only on line 16.
>
> Without the radiosity it just finished rendering after 19hrs 21min 32sec.
>
> RG
>
>
Do you use adaptive for your area_light? It can realy speed up things.
--
Alain
-------------------------------------------------
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