POV-Ray : Newsgroups : povray.binaries.images : Light Challenge : Light Challenge Server Time
2 Nov 2024 16:09:05 EDT (-0400)
  Light Challenge  
From: How Camp
Date: 14 Jun 2010 15:50:02
Message: <web.4c16870a95df5a1ac59235590@news.povray.org>
I've used POV for a long time, but I find lighting to be one of my biggest
challenges in scene development.  I thought it might be interesting to get some
examples from the community on creative ways to light a scene:

Below is a primitive scene (no pun intended) with only a basic light source.
With the restriction that you aren't allowed to change the camera or the objects
(including their mundane textures), what creative lighting solutions can you
come up with to make this image more interesting?




#version 3.6;

global_settings {
  assumed_gamma 1.0
  max_trace_level 10
}

light_source { <5, 10, -10> color rgb 1}

// ----------------------------------------
// Basically, everything below here should
// remain the same
// ----------------------------------------

#include "colors.inc"
#include "glass.inc"

camera {
  location  <0, 5, -5>
  look_at   <0, 0,  0>
}

plane {
   y, -1
   texture {
      pigment {
         gradient x
         color_map {
            [0.0 rgb <0.6, 0.4, 0.4>]
            [0.5 rgb <0.2, 0.6, 0.8>]
            [1.0 rgb <0.6, 0.4, 0.4>]
         }
         scale 4
         rotate -45*y
      }
      normal {
         granite
         0.6
         scale 1.75
      }
   }
}

box {
   -1, 1
   scale <1,0.999,1>
   texture{
      pigment {
         gradient y
         color_map {
            [0.0 rgb <0.9, 0.1, 0>/8]
            [1.0 rgb <0.9, 0.1, 0>]
         }
         scale 2
         translate -y
      }
      finish {
         ambient 0.1
         diffuse 0.6
         brilliance 1.0
         phong 0.5
         phong_size 40
         specular 0.5
         roughness 0.05
         metallic 1
         reflection {
            0.5
            1.0
            fresnel on
            falloff 1.0
            exponent 1.0
            metallic 0.9
         }
         conserve_energy
      }
      normal {
         granite 0.15
         scale 2
      }
   }
   rotate 25*y
   translate <-3.25,0,2>
}

sphere {
   0, 1
   texture {
      pigment {
         bozo
         color_map {
            [0.0 rgb <1,1,0>]
            [1.0 rgb <0,0,2>]
         }
         scale 0.2
      }
      finish {
         ambient 0.1
         brilliance 0.4
         phong 0.25
         phong_size 70
         specular 0.65
         roughness 0.005
      }


   }
   translate <0,0,3>
}

torus {
   1.0,
   0.25
   texture {
      pigment {
         gradient x
         color_map {
            [0.0 rgb <1,0,1>/1]
            [0.3 rgb <1,0,1>/4]
            [0.6 rgb <1,0,1>/2]
            [1.0 rgb <1,0,1>/1]
         }
         scale 0.25
         warp {
            turbulence 0.25*x
         }
      }
      finish {
         ambient 0.1
         diffuse 0.8
         brilliance 1.0
         phong 0.5
         phong_size 25
         specular 0.15
         conserve_energy
      }
   }
   translate <1.75,-0.75,-1.75>
}


cone {
   -y,2,
   2*y,0
   material {
      texture {
         pigment {
            color Col_Glass_Orange

         }
         finish {F_Glass3}
      }
      interior {I_Glass}
   }
   translate <4,0,3>
}

cylinder {
   <-2,-0.5,-2>, <0,-0.5,0>, 0.5
   texture {
      pigment {
         dents
         color_map {
            [0.0 rgb <1,1,0>/2]
            [0.5 rgb <1,1,0>]
            [1.0 rgb <1,1,0>/2]
         }
         scale 1/4
      }
      normal {
            crackle 1.5
            scale 1/4
      }
   }
   translate <-1,0,-1>/2
}


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