POV-Ray : Newsgroups : povray.newusers : Point lights and simulation with radiosity : Re: Point lights and simulation with radiosity Server Time
25 Apr 2024 14:02:59 EDT (-0400)
  Re: Point lights and simulation with radiosity  
From: clipka
Date: 12 Jul 2016 03:48:55
Message: <5784a0e7@news.povray.org>
Am 11.07.2016 um 17:03 schrieb fsv2712:

> I've recently begun using povray and although I'm finding solutions for a lot of
> problems at the documentation and the newsgroups, there is something I'm finding
> difficult to understand: If I use radiosity and as light source a sphere of 1 mm
> of diameter, at a distance of 10 mm I obtain the brightness predicted by physics
> (or that I think): 1% of the original , but if I use a pointlight with
> fade_distance=1 and fade_power=2 deactivating radiosity, the brightness doubles,
> while it should be the same.

You're probably seeing the effect of a decades-long legacy quirk of
POV-Ray's light intensity handling.

The original effective calibration of any brightness-ish properties was
such that unity values would give unity results in the output images:

- A light source with unity brightness, shining vertically on a white
surface with unity pigment and unity `diffuse` setting (at a distance of
`fade_distance` if applicable), would give a 100% white pixel in the
resulting image (presuming all other finish properties would be set to 0).

- Similarly, a surface with unity pigment and unity `ambient` setting
would also give a 100% white pixel in the resulting image (again
presuming all other finish properties would be set to 0).

This was all that could originally be said about the calibration of
light intensity.

- With the introduction of radiosity, the calibration of the `diffuse`
property was effectively formalized such that a material with unity
pigment and unity `diffuse` setting corresponds to unity _hemispherical
reflectance_.

- The faily new `emission` setting uses the same calibration as the
`ambient` setting (presuming the global `ambient_light` setting is left
at its default of 1.0), for ease of transition between the two mechanisms.

The result is that the calibrations for light source brightness and the
`emission` setting are such that the radiant flux of a light source with
unity brightness and fade_distance R does /not/ match the radiant flux
of a sphere with radius R and both unity pigment and unity `emission`
setting.


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