POV-Ray : Newsgroups : povray.newusers : How can I make an object generate light in a radiosity scene? : Re: How can I make an object generate light in a radiosity scene? Server Time
2 Nov 2024 15:26:46 EDT (-0400)
  Re: How can I make an object generate light in a radiosity scene?  
From: incognito
Date: 27 Nov 2003 14:05:01
Message: <web.3fc64abeb2b1540c240f43310@news.povray.org>
Tom Melly wrote:
>"incognito" <nomail[at]nomail> wrote in message
>news:web.3fc5dad2b2b1540ca688d5670[at]news.povray.org...
>
>>
>> Hi again all,
>>
>> Now that I have partially created my light source in my radiosity trace by
>> setting its ambient light level to 0.7 and setting the diffuse light value
>> of all the other objects in the scene to be 0.5, I am confused I should
>> make that light source object Luminous or Shiny? Really need the answer
>> quick (if possible).
>>
>> Thank you very much.
>>
>
>I'm not sure what you mean by luminous or shiny in this context. 'Luminous'
>would seem to equate to ambient value, but you've already stated that that is
>set to 0.7. 'Shiny' presumably means the reflection value, but that is not
>relevant in this case.

Yes, realized this soon after I posted
>
>BTW could you just assure us that you've read the advanced tutorial on radiosity
>scenes (4.1 in the docs). I just want to check you're doing what you actually
>want, rather than misunderstanding something (radiosity works with scenes that
>contain conventional light-sources as well as those lit entirely by 'glowing'
>objects).

The interesting thing is I asked the prof if he wanted us to have pure
radiosity or radiosity with conventional light sources a week ago and he
replied he wanted pure radiosity with one object generating light (a sun)
and also a light source that would act as the sky...so that is what I have
been trying to do. So far, I believe I have the sky ok but not sure if the
object light is working correctly (i.e. doesn't seem like the objects
nearer to the sun object are lit up any more than those further away (which
I take to be how it *should* work).

From what you are saying below, sounds like I do not need to set the diffuse
vals of the other objects (just ambient to 0 and translate x), am I
understanding that correctly?

Thanks.

>
>Here is a simple radiosity scene with no conventional lights:
>
>#version 3.5;
>
>#declare Radiosity=on;
>#include "colors.inc"
>
>global_settings {
>  assumed_gamma 1.0
>  #if (Radiosity)
>    radiosity {
>      pretrace_start 0.08
>      pretrace_end   0.02
>      count 35
>
>      nearest_count 10
>      error_bound 1
>      recursion_limit 3
>
>      low_error_factor 0.1
>      gray_threshold 0.25
>      minimum_reuse 0.02
>      brightness 10
>
>      always_sample off
>
>      adc_bailout 0.01
>    }
>  #end
>}
>
>// ----------------------------------------
>
>camera {
>  location  <0,2,-4>
>  look_at   <0,0,0>
>}
>
>// 'lightbulb'
>sphere{
>  0,0.5
>  pigment{Yellow}
>  finish{ambient 1}
>  translate x*1
>}
>
>// 'lit object'
>sphere{
>  0.0.5
>  pigment{White}
>  finish{ambient 0}
>  translate x*-1
>}
>
>box{ // also lit
>  -10,10
>  hollow
>  pigment{White}
>  finish{ambient 0}
>}
>


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