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Stan wrote:
> When I don't use HDR I can change it reflection, brilliance and other. But when
> I use HDR floor is just white or gray(
What exactly do you mean by "use HDR", are you talking
about a HDR environment or outputting HDR images? How do
you use it, can you show a piece of code?
The floor object itself should remain a white reflecting plane,
no change change required whether you use HDR or not.
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Am 04.10.2011 22:34, schrieb Stan:
>
>> Taking a wild guess, you possibly see reflections of the HDR background
>> on the floor and don't want those. In that case, instead of using a
>> sky_sphere for the HDR background you can use a very large sphere with
>> the "no_reflection" keyword.
> Thank you, but i found it)
> http://xmages.net/storage/10/1/0/2/5/thumb/thumb_9fcaddc5.jpg
> This is my render of lego set.
> The problem I have is floor.
> When I don't use HDR I can change it reflection, brilliance and other. But when
> I use HDR floor is just white or gray(
What you describe doesn't sound like you're using POV-Ray directly. Are
you perhaps using a 3rd party tool to convert your Lego set to POV-Ray
format, and using HDR is one option of that tool?
If so, please consult the documentation of that tool; if there's no way
to do that with the tool, you may need to manually edit the generated
.pov file before rendering.
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> What you describe doesn't sound like you're using POV-Ray directly. Are
> you perhaps using a 3rd party tool to convert your Lego set to POV-Ray
> format, and using HDR is one option of that tool?
>
Yes I am using L3p tool. It converts *.ldr(ldraw format file) to Pov-Ray
But I discribe lighting manual.
#declare LDRAW_RAD_LEVEL = 5; // 5=final
#declare LDRAW_MTL = 256;
#declare INDEXOFREFRACTION=1.52;
#declare LDRAW_RAD_NORMAL = off;
#declare LDRAW_RAD_MEDIA = off;
#include "rad_def.inc"
global_settings {
assumed_gamma 1.4
max_trace_level LDRAW_MTL
adc_bailout 0.01/2
radiosity {
Rad_Settings(LDRAW_RAD_LEVEL, LDRAW_RAD_NORMAL, LDRAW_RAD_MEDIA)
}
}
sphere {
<0,0,0>,10000
pigment {
image_map { hdr "entrance1_color" once interpolate 2 map_type 1 }
}
finish { emission 1 }
hollow
no_image
no_reflection
no_shadow
}
I use radiosity, and HDR lighting. I add Hdr image to sphere.
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Am 05.10.2011 10:03, schrieb Stan:
>
>> What you describe doesn't sound like you're using POV-Ray directly. Are
>> you perhaps using a 3rd party tool to convert your Lego set to POV-Ray
>> format, and using HDR is one option of that tool?
>>
> Yes I am using L3p tool. It converts *.ldr(ldraw format file) to Pov-Ray
> But I discribe lighting manual.
(*snip*)
Looks ok to me so far; what texture are you using (or trying to use) for
the floor?
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> Looks ok to me so far; what texture are you using (or trying to use) for
> the floor?
// Floor:
object {
plane { y, floor_height hollow }
pigment { rgb <0,0,0> }
finish {
ambient 0.
diffuse 1
brilliance 5
metallic
specular 0.80
roughness 1/100
reflection 0.9
}
}
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Am 05.10.2011 18:18, schrieb Stan:
>
>> Looks ok to me so far; what texture are you using (or trying to use) for
>> the floor?
>
> // Floor:
> object {
> plane { y, floor_height hollow }
> pigment { rgb<0,0,0> }
> finish {
> ambient 0.
> diffuse 1
> brilliance 5
> metallic
> specular 0.80
> roughness 1/100
> reflection 0.9
>
> }
> }
Are you aware that this surface will never catch any shadows, because it
is purely reflective (due to the black pigment)?
Also note that with HDR (i.e. radiosity-based) illumination, the
brilliance, specular and roughness parameters have no effect.
You will also never get sharp shadows in this manner (though you can
improve the sharpness of the shadows by specifying a low maximum_reuse
value, of course at the cost of rendering time).
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Am 05.10.2011 10:03, schrieb Stan:
> global_settings {
> assumed_gamma 1.4
I strongly suggest you use assumed_gamma 1.0; it's the only way to get
proper color math.
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Am 05.10.2011 10:03, schrieb Stan:
> sphere {
> <0,0,0>,10000
> pigment {
> image_map { hdr "entrance1_color" once interpolate 2 map_type 1 }
> }
> finish { emission 1 }
> hollow
> no_image
> no_reflection
> no_shadow
> }
Try reducing the emission; most HDR images are too bright to be used
with emission 1, and may "drown" any reflections in a sea of pure white.
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> Also note that with HDR (i.e. radiosity-based) illumination, the
> brilliance, specular and roughness parameters have no effect.
>
This is the question! Thank you for you answer. But I ask how to configure floor
to have brilliance, and other. I make mistake, I use not black pigment, I use
white. Is it possible? I am new user of Pov-Ray and don't know a lot.
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On 06/10/2011 8:09 AM, Stan wrote:
> I make mistake, I use not black pigment, I use
> white. Is it possible? I am new user of Pov-Ray and don't know a lot.
pigment { rgb <0,0,0> } is black, pigment { rgb <1,1,1> } is white,
pigment { rgb <1,0,0> } is red and so on.
--
Regards
Stephen
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