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There's no reliable accurate method to do this in POV (at present) I don't
think fade distance would give the results desired in this case, light less
than the fade distance would get significantly brighter and you'd lose your
falloff properties.
A quick, easy way to get simple, usable results would be to add a hollow
sphere with no_image and no_reflection (assuming megapov or 3.5) and change
the radius with the clock variable. This would simulate light emanating
from a point light in a sperical shape (The sphere will not be visible at
all, but it will still cast a shadow, essentially blocking the light beyond
it's surface) Multiple lights would be a little more difficult. Of course
this method has pitfalls regarding reflection and refraction.
-tgq
--
camera{location z*13look_at 0}light_source{15 15looks_like{sphere{0 10
}pigment{rgb 1}finish{ambient 15}}}union{torus{3,0.5rotate x*90}cone{y
*4,.5,-y*8,0}cone{-x*4,.5,x*8,0}pigment{rgb<.7,.6,.4>}finish{ambient 0
diffuse 0reflection{1fresnel on metallic 1}}interior{ior 25}rotate 15}
plane{y,-7pigment{checker rgb 0rgb 1scale 4}finish{diffuse.1}}// TGQ
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