POV-Ray : Newsgroups : povray.binaries.images : sslt and area light : Re: sslt and area light Server Time
30 Jul 2024 02:19:21 EDT (-0400)
  Re: sslt and area light  
From: James Holsenback
Date: 7 Mar 2013 11:11:20
Message: <5138bc28$1@news.povray.org>
On 03/07/2013 10:19 AM, clipka wrote:
> Am 07.03.2013 15:47, schrieb James Holsenback:
>> There seems to be a problem using sslt with area lights ...
>>
>> The first image is after 24hrs render time, it has photons, sslt and
>> area light.
>>
>> The 2nd image has same settings, with the exception of sslt turned off.
>> The photon map was loaded using the data generated from the 1st image.
>>
>> The 3rd image was just with sslt (no area light, no photons) ... I ran
>> it only long enough to see the beginnings of the sslt effect.
>>
>> The 4th image is with sslt and area light (no photons)
>
> What settings are you using? (Size of the object, mm_per_unit setting,
> subsurface translucency setting, ior, distance and parameters of the
> light source)
>

SSLT globals:
#declare _scale = 6.35;
mm_per_unit _scale
	#if (Subsurface)
		subsurface { samples 300,30 #if (UseRad) radiosity on #end }
	#end

The object:
#declare Base =
union {
	difference {
		cylinder { <0,0,0>, <0,1,0>, 3.25 }
		torus { 3.25, 0.25 translate y*1 }
		torus { 3, 0.0625/2 translate y*1 }
		torus { 3.25, 0.0625/2 translate y*0.75 }
		torus { 3.25, 0.0625 }
		}
	torus { 3.23, 0.0623/3 translate y*(0.75-0.015625) material { Band_ } }
	torus { 2.98, 0.0623/3 translate y*(1-0.015625) material { Band_ } }
	material {	
		texture {
			pigment {
				gradient y
				scale 1.000001
				color_map {
					[0.0 srgb 0.25]
					[1.0 srgb 1.0]
					}
				}
			finish {
				diffuse 0.6
				specular 0.075
				roughness 0.1
				#if (Subsurface)
					subsurface { translucency srgb 0.75 }
				#end
				}
			}
		interior { ior 1.3 }
		}
	
	translate y*-1
	}

I'm using two light sources the one that's and area light is as follows:
// -- The Back Light
#declare LightPos = <0,0,-20>;
#declare LightDist = vlength(LightPos-<0,0,10>);
#declare FadeDist = 0.056;
#declare FadePower = 2;

#declare AreaLight = yes;
#declare SpotLight = no;
#declare ParaLight = no;

#if (Debug)
	#debug concat ("\nBack:\nFade Distance: ", str(FadeDist,2,4))
	#debug concat ("\nLight Distance: ", str(LightDist,5,4)," \n")
	#debug concat ("Light Intensity: ", str(Intensity (LightDist, FadeDist, 
FadePower),6,4), "\n\n")
#end

#declare Back_Light =
light_source {
	#declare LightColor = srgb 1;
	0, LightColor *  (Intensity (LightDist, FadeDist, FadePower)/2)
	#if (Debug)
		looks_like {sphere {0,2 pigment { srgb 1 } } finish {emission srgb 
<0,1,0>}}
	#end
	#if (ParaLight)
		parallel
	#end
	#if (SpotLight)
		spotlight
	#end
	#if (AreaLight)
		area_light x*0.45,y*0.45, 10,10 adaptive 1 jitter orient circular
		area_illumination on
	#end
	fade_distance FadeDist
	fade_power FadePower
	media_interaction on
	media_attenuation on
	translate LightPos
	#if (ParaLight)
		point_at <0,0,0>
	#end
	#if (SpotLight)
		point_at <0,0,0>
		radius 10
		falloff 12
		tightness 0
	#end
	#if (UsePhotons)
		photons { reflection on refraction on #if (AreaLight) area_light #end }
	#end
	}

the camera originates at -z20 but is rotated x*27.5 then y*330 look_at 
<-1,0,0>

light source: object { Back_Light rotate x*50 rotate y*225 }

the base is at orgin


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