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> 1) point light source with "fading_distance" and "fade_power",
> but found out, that the light in far distance gets a
> constant level, NOT completely dark! So the pillars are
> visible even in infinity. I even tried a darker light.
>
> 2) I added an ambient light with:
> global_settings { ambient_light rgb<0.1, 0.1, 0.1> }
> which (to my astonishment) DARKENS the whole scene.
> However the floor in close distance is too dark now.
It seems that you're not aware that there is a default ambient light
setting. The default for the global_settings ambient_light setting is rgb
<1,1,1>. This is multiplied by each object's ambient light setting, which is
set in the object's texture's finish and has a default of rgb <0.1, 0.1,
0.1>. That means that by default, even without any light sources, all
objects will show at 1/10 their intensity.
In order to remove this ambient light and start from pure blackness, you can
set the default ambient light value for all objects like this:
#default {finish {ambient 0}}
Since you seem to want your light sources to be completely in charge of the
lighting, you may also want to set diffuse to 1 (the default is 0.6) so that
the incoming light color is multiplied by the full color of the object's
pigment (as opposed to just 60% of it):
#default {finish {ambient 0 diffuse 1}}
Though doing so is not necessary to create blackness.
> 3) I added a spotlight pointing to the bottom of the
> camera position.
> However objects in close distance give wrong shadows now.
> And the radius and falloff is difficult to find off, because
> when touching near objects, the light cone should not be visible
> on vertical structures.
I'm not quite clear what you're saying here.
- Slime
[ http://www.slimeland.com/ ]
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