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Rune wrote:
>
> "Joshua English" wrote:
> > After the are light keyword you can input two vectors,
> > they don't have to be strictly along the x and z axis,
> > so you can use <0,0,4> and <0,1,4> and it will create
> > the two rows of lights oriented along those paths.
>
> I know how a regular area_light works. What I'd like to know is how it is
> oriented when the orient keyword in MegaPov is used. Especially if the
> area_light is rectangular.
>
Using the "orient" keyword, the area_light shape remains unmodified,
but whenever a ray is computed to this light source, the area is
made orthogonal to this ray (rotation about the center of the area,
you cannot specify the angles to use/fix).
It's hack to have a kind of quick volumetric light
The picture in p.b.i is false:
the area light do not become circular (their is a keyword for that),
it is rather a superposition of rectangular shape, rotated around the same
point and whose normal is the tested ray.
Beware of optimisations with big area_light and small objects.
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