POV-Ray : Newsgroups : povray.general : realistic lighting I (fading) : Re: realistic lighting I (fading) Server Time
1 Aug 2024 08:19:22 EDT (-0400)
  Re: realistic lighting I (fading)  
From: maesju
Date: 3 Dec 2005 16:05:01
Message: <web.4392074d3395f0037b4fb7150@news.povray.org>
"Zeger Knaepen" <zeg### [at] povplacecom> wrote:
> actually, I often use light_sources with *extremely* high (all is
> relative, I know) brightness, like this:
>
> light_source {<10,10,10> rgb <.9,.95,1>*5000 fade_distance .02
> fade_power 2}
>
> I believe there is a set of macros that makes all this easier to do.
>
> yep, found it, it's this: http://www.ignorancia.org/lightsys.php
>
> 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

wow. that's exactly what i was looking for. It actually solves my next two
problems also.

I started writing a similar macro some time ago but dropped it again when i
read all this stuff about white point temperature. a.s.o.
another proof for my #1 coding rule:
don`'t think -- search.

Thanks a lot
Maesju


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