POV-Ray : Newsgroups : povray.advanced-users : Trying to get a lighting effect to work. (A sort of glow) : Trying to get a lighting effect to work. (A sort of glow) Server Time
2 Jul 2024 19:38:31 EDT (-0400)
  Trying to get a lighting effect to work. (A sort of glow)  
From: Drake
Date: 23 Mar 2010 00:15:00
Message: <web.4ba83f2470683d5e99d6d1320@news.povray.org>
I've been trying to get a material to glow without effecting its surroundings
with a 'blinding' light, but in order to get the glowing part of the scene to
look how I want it to, the rest of the scene is illuminated far too greatly.

In the scene below, I would like some reflection of the light in the water, but
it's a bit overpowering as it is now, and the ramp beneath the light is also
illuminated much more brightly than desired.

//-----------------------------

#include "functions.inc"




//--What I believe needs adjustment
#declare M_Glass_Blue = material
{
    texture
    {
    pigment{rgbf<0,.6,1,1.2>}
    finish
    {
        ambient 0.0
        diffuse 0.05
        specular 0.6
        roughness 0.005
        reflection
        {
            0.1, 0.9
            fresnel on
        }
        conserve_energy
    }
    }
    interior
    {
        ior 1.5
        fade_power 10001
        fade_distance 0.1
        fade_color <0,.6,1>
    }
}




light_source
{
    <-1,.5,-.75>*1000
    rgb 1
}

#declare Chevron=union
{
    union
    {
    box
    {
        <-.1,0,-.35><.1,.1,-.3>
    }
    box
    {
        <.4,0,-.65><.45,.1,0>
        matrix<
        1,0,0,
        0,1,0,
        .5,0,1,
        0,0,.3>
    }
    box
    {
        <-.4,0,-.65><-.45,.1,0>
        matrix<
        1,0,0,
        0,1,0,
        -.5,0,1,
        0,0,.3>
    }
    box
    {
        <.4,0,.2><.45,.1,0>
        matrix<
        1,0,0,
        0,1,0,
        -.5,0,1,
        0,0,.3>
    }
    box
    {
        <-.4,0,0><-.45,.1,.2>
        matrix<
        1,0,0,
        0,1,0,
        .5,0,1,
        0,0,.3>
    }
    box
    {
        <-.35,0,.45><.35,.1,.5>
    }

    box
    {
        <.2,0,-.65><.41,.01,0>
        matrix<
        1,0,0,
        0,1,0,
        .5,0,1,
        0,0,.3>
    }
    box
    {
        <-.2,0,-.65><-.41,.01,0>
        matrix<
        1,0,0,
        0,1,0,
        -.5,0,1,
        0,0,.3>
    }
    box
    {
        <0,0,.16><.41,.01,0>
        matrix<
        1,0,0,
        0,1,0,
        -.5,0,1,
        0,0,.3>
    }
    box
    {
        <0,0,.16><-.41,.01,0>
        matrix<
        1,0,0,
        0,1,0,
        .5,0,1,
        0,0,.3>
    }
    box
    {
        <-.21,0,-.1><.21,.01,.35>
    }

    pigment{rgb .7}
    }
    union
    {
    difference
    {
        merge
        {
        box
        {
            <.2,.005,-.625><.41,.2,0>
            matrix<
            1,0,0,
            0,1,0,
            .5,0,1,
            0,0,.3>
        }
        box
        {
            <-.2,.005,-.625><-.41,.2,0>
            matrix<
            1,0,0,
            0,1,0,
            -.5,0,1,
            0,0,.3>
        }
        box
        {
            <0,.005,.16><.41,.2,0>
            matrix<
            1,0,0,
            0,1,0,
            -.5,0,1,
            0,0,.3>
        }
        box
        {
            <0,.005,.16><-.41,.2,0>
            matrix<
            1,0,0,
            0,1,0,
            .5,0,1,
            0,0,.3>
        }
        box
        {
            <-.21,.005,-.1><.21,.2,.35>
        }
        }


        box
        {
            <.3,-.2,-1><1,.2,.5>
            matrix<
                1,0,0,
                -1,1,1,
                .5,0,1,
                .1,.1,.3>
        }
        box
        {
            <-.3,-.2,-1><-1,.2,.5>
            matrix<
                1,0,0,
                1,1,1,
                -.5,0,1,
                -.1,.1,.3>
        }
        box
        {
            <-.3,-.2,-1><.3,.2,0>
            matrix<
                1,0,0,
                0,1,1.5,
                0,0,1,
                0,.1,-.3>
        }
        box
        {
            <.3,-.2,-1><1,.2,.5>
            matrix<
                1,0,0,
                -1,1,-1,
                -.5,0,1,
                .1,.1,.3>
            }
            box
            {
                <-.3,-.2,-1><-1,.2,.5>
                matrix<
                    1,0,0,
                    1,1,-1,
                    .5,0,1,
                    -.1,.1,.3>
            }
            box
            {
                <-.5,-.2,.45><.5,.2,1>
                matrix<
                    1,0,0,
                    0,1,-1.5,
                    0,0,1,
                    0,.1,0>
            }
            box{<-.5,.15,-.7><.5,.3,.5>}
        }

        material{M_Glass_Blue}
    }
    //--These seven light sources illuminate the material
    union
    {
        light_source{<0,.1,.15> rgb<0,.6,1>}
        #local i=0;
        #while (i<2*pi)
            light_source{<.15*cos(i),.1,.15+.15*sin(i)> rgb<0,.6,1>}
            #local i=i+pi/3;
        #end
    }
}

object{Chevron scale 1.5 translate<0,.25,9.5> rotate y*40 translate<0,-.5,0>
rotate x*-90 translate<0,7,0>}

//--plane beneath water
plane
{
    y,-10
    pigment{rgb 0}
}
//--water plane
plane
{
    y,-1
    material {
    texture {
      pigment {
        rgbf <0.2, 0.7, 0.3, 0.5>
      }
      finish {
        ambient 0.0
        diffuse 0.0

        reflection {
          0.0, 1.0
          fresnel on
        }

        specular 0.4
        roughness 0.003
      }
      normal {
        function {
          f_ridged_mf(x, y, z, 0.1, 3.0, 7, 0.7, 0.7, 2)
        } 0.8
        scale 0.25
      }
    }
    interior {
      ior 1.3
    }
  }

}

//--Platform raised above water surface
union
{
    box
    {
        <-5,-100,-1><5,0,1>
        matrix<
            1,0,0,
            .5,1,-5,
            0,0,1,
            0,1,0>
    }
    box
    {
        <-5,-100,-1><5,0,1>
        matrix<
            1,0,0,
            .5,1,5,
            0,0,1,
            0,1,0>
    }
    box
    {
        <-5,-100,-1><5,0,1>
        matrix<
            1,0,0,
            -.5,1,-5,
            0,0,1,
            0,1,0>
    }
    box
    {
        <-5,-100,-1><5,0,1>
        matrix<
            1,0,0,
            -.5,1,5,
            0,0,1,
            0,1,0>
    }

    pigment{rgb .8}
}

camera
{
    location<0,1,0>*30
    look_at<0,0,0>
    rotate -x*95
    rotate -y*0
    translate<0,1.75,0>
}

sky_sphere
{
    pigment
    {
        gradient y
        color_map
        {
            [  0/269 rgb<120/255, 79/255, 51/255>]
            [  1/269 rgb<141/255, 83/255, 46/255>]
            [  2/269 rgb<177/255, 86/255, 41/255>]
            [  3/269 rgb<235/255,128/255, 72/255>]
            [  5/269 rgb<255/255,159/255, 72/255>]
            [  8/269 rgb<255/255,203/255, 94/255>] // New
            [ 10/269 rgb<255/255,218/255,112/255>]
            [ 13/269 rgb<255/255,233/255,148/255>] // New
            [ 15/269 rgb<251/255,241/255,172/255>] // New
            [ 20/269 rgb<255/255,246/255,203/255>]
            [ 30/269 rgb<255/255,240/255,219/255>]
            [ 40/269 rgb<236/255,223/255,214/255>]
            [ 50/269 rgb<205/255,204/255,212/255>]
            [ 55/269 rgb<185/255,190/255,209/255>] // New
            [ 60/269 rgb<166/255,176/255,201/255>]
            [ 65/269 rgb<149/255,163/255,190/255>] // New
            [ 70/269 rgb<129/255,149/255,182/255>]
            [ 80/269 rgb<103/255,127/255,171/255>]
            [ 90/269 rgb< 79/255,110/255,154/255>]
            [100/269 rgb< 66/255, 97/255,143/255>]
            [110/269 rgb< 52/255, 84/255,131/255>]
            [120/269 rgb< 47/255, 75/255,122/255>]
            [140/269 rgb< 37/255, 60/255,102/255>]
            [160/269 rgb< 32/255, 51/255, 84/255>]
            [180/269 rgb< 27/255, 42/255, 71/255>]
            [200/269 rgb< 25/255, 36/255, 58/255>]
            [220/269 rgb< 22/255, 31/255, 48/255>]
            [240/269 rgb< 18/255, 27/255, 42/255>]
            [260/269 rgb< 15/255, 21/255, 33/255>]
            [269/269 rgb< 15/255, 21/255, 33/255>]
        }
    }
}

//-------------------------------

Any suggestions on maintaining a similar look for the light fixture while
diminishing its effect on the surrounding scene would be appreciated.


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