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I'm trying to render a long rectangle (with some extra stuff) using an area
light. The problem is that I always see a dark background, even if I extend the
area light further along the z direction. If I change the perspective, I also
see that extending the area light region does not have much effect, there is
always a darker side on the rectangle, which I don't know why. I've also tried
increasing the height (y direction) of the area light with a better result,
however the shadows are smaller in that case.
What I want is to make most of the floor and background as white as possible but
without making the rectangle to look too bright (that's why I use a gray
background).
The code is here (I'm using the rc3metal files; btw, is there a way to make the
Bronze rectangles even more realistic? do I need a turbulence or something like
that?) :
# -----------------------------------------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
#include "rad_def.inc"
#include "rc3metal.inc"
// RC3Metal_Set_highlight (0.3)
#declare BLURRED_REFLECTION = 1;
global_settings
{ assumed_gamma 1
max_trace_level 30
radiosity
{ count 200
error_bound 0.1
normal on //for spun brass
pretrace_end 0.005
recursion_limit 6
brightness 0.5
}
}
background { color rgb <0.6, 0.6, 0.6> }
camera{
location <100, 50, -30>
look_at <15, -40, 110>
up 1 * y
right 2 * x
}
#for (z_disp, 22, 260, 44)
box {
<0, 0, z_disp>, <40, 10, z_disp + 22>
RC3Metal_Texture (RC3M_C_CHROME, 0.3, 0.3)
// normal {granite 0.1
// scale <0.1, 20, 1>
// no_bump_scale}
}
#end
#for (z_disp, 0, 260, 44)
box {
<0, 0, z_disp>, <40, 10, z_disp + 22>
RC3Metal_Blur_t
( RC3Metal_Texture (RC3M_C_ZINC, 0.5, 0.7),
0.25, 0.001, 1
)
}
#end
#for (z_disp, 18, 260, 44)
box {
<0, 10, z_disp>, <40, 12, z_disp + 30>
RC3Metal_Texture (RC3M_C_BRONZE_NEW, 0.2, 0.2)
// normal {granite 0.1
// scale <0.1, 20, 1>
// no_bump_scale}
}
#end
plane {
// We can use 'y' instead '<0, 1, 0>'
<0, 1, 0>, 0
texture {
// pigment { checker color White color Black }
pigment{ color White }
finish{ambient 0 diffuse 0.8}
// normal {granite 0.5 scale 0.001}
}
}
light_source { <-30, 150, 10>
color White
area_light 80*x, 300*z, 10, 10
jitter
}
# -----------------------------------------------------------------------------
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