POV-Ray : Newsgroups : povray.general : Area Light Setup : Re: Area Light Setup Server Time
19 Apr 2024 03:32:01 EDT (-0400)
  Re: Area Light Setup  
From: m@b
Date: 24 Jan 2023 21:11:13
Message: <63d08fc1$1@news.povray.org>
On 25/01/2023 5:17 AM, 88Keys wrote:
> Hello.
> 
> I'm trying to work with Area Lights, but I can't seem to orient them correctly.
> I've been trying a <-50 , 0 , 50 > , <50 , 0 , 50 > and that doesn't seem to
> illuminate my scene, so I tried a <-50 , 0 , 0 > , < 0 , 50 , 0 > in an attempt
> to make the angles at 90 degrees to each other, but that doesn't seem to have
> worked either.
> 
> Any tips on how to generate a proper Area Light?  The documentation is a little
> slim.  What I have developed seems pretty dull, too.
> 
> Thanks very much.
> 



// author:  Matthew Bradwell
// date:    2023
//--------------------------------------------------------------------------
#version 3.8;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}
#default{texture{pigment{rgb<1,0,0>} finish{phong 1}}}
// camera ------------------------------------------------------------------
camera {perspective  angle 11  location <0,10,-30>  look_at <0,2,0> 
right x*image_width/image_height}

// Sky ------------------------------------------------------------------
sky_sphere { pigment {rgb<0.3,0,1>*0.8}}

// ground 
-------------------------------------------------------------------
plane{ <0,1,0>, 0 texture{pigment{rgb<1,0.5,0.5>}}}


sphere {<0,0,0>, 1 pigment {rgb<0.3,0,1>*0.8} translate<0,2,0>}


// An area light (creates soft shadows)
// WARNING: This special light can significantly slow down rendering times!
light_source {
   <0,0,0>             // light's position (translated below)
   color rgb 1.0       // light's color
   area_light
   <20, 0, 0> <0, 0, 20> 	// lights spread out across this distance (x * z)
				// The light is oriented in the horizontal plane  (20x * 20z)
				// Adding circular and orient below will ignore this orientation
				// and automaticaly orient the light to be perpendicular to the
				// shadows it casts.
   4, 4                // total number of lights in grid (4x*4z = 16 lights)
   adaptive 0          // 0,1,2,3...
   jitter              // adds random softening of light
   circular            // make the shape of the light circular
   orient              // orient light
   translate <40, 80, -40>   // <x y z> position of light
}


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