POV-Ray : Newsgroups : povray.general : flourecent light : Re: flourecent light Server Time
5 Nov 2024 15:51:35 EST (-0500)
  Re: flourecent light  
From: Christopher James Huff
Date: 11 Mar 2003 16:20:14
Message: <cjameshuff-DDA459.16202311032003@netplex.aussie.org>
In article <web.3e6e0b4e4e36019da3d219970@news.povray.org>,
 "Jettero Heller" <pov### [at] voltar-confedorg> wrote:

> Is this doing what I hope?  I hope that I'm making a line shaped light
> source down the middle of the cylinder.  Btw, the rediculous fade is so I
> can see where it hits the walls.

One problem you will have with the area light approach is that area 
lights only affect shadow calculations. Doing the full calculations for 
illumination and highlights would make area lights even slower.

You could put a string of point light sources along the center of the 
tube, making sure to make the tube shadowless so the light can get out. 
Or you could use radiosity lighting, give the tube a high ambient and 
letting radiosity spread the light through the scene. Each method will 
have its limitations though.

Maybe combining all three methods would make a good tradeoff...a string 
of several shorter area lights, in combination with radiosity.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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