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Greetings,
My apologies if this is a frequent topic, but I could use some advice or
some direction on creating a visible light source (not sure what to call
it). Imagine, if you will, seeing a car at night - how do I model the
headlights so that they both interact with the scene and appear to the eye
as an object? Another example is an aircraft's navigation lights. I want to
see the actual light bulb, if you will.
Thank you.
-----
Robert Leahey
Digital Metaphors Corporation
rob### [at] digital-metaphorscom
http://www.digital-metaphors.com
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From: Johannes Hubert
Subject: Re: Advice on Physical Light Sources
Date: 18 Feb 2000 09:51:46
Message: <38ad5c82@news.povray.org>
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Create the bulb as an object with "no-shadow" and give it a texture with
ambient 1. Put the lightsource inside of the bulb. (You can group or
union them).
Or don't use a lightsource and use radiosity instead.
Johannes.
"Robert Leahey" <rob### [at] digital-metaphorscom> wrote in message
news:38ad5679@news.povray.org...
> Greetings,
>
> My apologies if this is a frequent topic, but I could use some advice
or
> some direction on creating a visible light source (not sure what to
call
> it). Imagine, if you will, seeing a car at night - how do I model the
> headlights so that they both interact with the scene and appear to the
eye
> as an object? Another example is an aircraft's navigation lights. I
want to
> see the actual light bulb, if you will.
>
> Thank you.
>
> -----
> Robert Leahey
> Digital Metaphors Corporation
> rob### [at] digital-metaphorscom
> http://www.digital-metaphors.com
>
>
>
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if you want a real headache try modelling an enclosed space - like an open
plan offlice building, no thats a nightmare to light !!
Rick
"Johannes Hubert" <jht### [at] nove-mailcom> wrote in message
news:38ad5c82@news.povray.org...
> Create the bulb as an object with "no-shadow" and give it a texture with
> ambient 1. Put the lightsource inside of the bulb. (You can group or
> union them).
> Or don't use a lightsource and use radiosity instead.
>
> Johannes.
>
> "Robert Leahey" <rob### [at] digital-metaphorscom> wrote in message
> news:38ad5679@news.povray.org...
> > Greetings,
> >
> > My apologies if this is a frequent topic, but I could use some advice
> or
> > some direction on creating a visible light source (not sure what to
> call
> > it). Imagine, if you will, seeing a car at night - how do I model the
> > headlights so that they both interact with the scene and appear to the
> eye
> > as an object? Another example is an aircraft's navigation lights. I
> want to
> > see the actual light bulb, if you will.
> >
> > Thank you.
> >
> > -----
> > Robert Leahey
> > Digital Metaphors Corporation
> > rob### [at] digital-metaphorscom
> > http://www.digital-metaphors.com
> >
> >
> >
>
>
Post a reply to this message
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Thanks, I'll have a go at that...
--
--
Cheers,
-----
Robert Leahey
Digital Metaphors Corporation
rob### [at] digital-metaphorscom
http://www.digital-metaphors.com
Johannes Hubert <jht### [at] nove-mailcom> wrote in message
news:38ad5c82@news.povray.org...
> Create the bulb as an object with "no-shadow" and give it a texture with
> ambient 1. Put the lightsource inside of the bulb. (You can group or
> union them).
> Or don't use a lightsource and use radiosity instead.
>
> Johannes.
>
> "Robert Leahey" <rob### [at] digital-metaphorscom> wrote in message
> news:38ad5679@news.povray.org...
> > Greetings,
> >
> > My apologies if this is a frequent topic, but I could use some advice
> or
> > some direction on creating a visible light source (not sure what to
> call
> > it). Imagine, if you will, seeing a car at night - how do I model the
> > headlights so that they both interact with the scene and appear to the
> eye
> > as an object? Another example is an aircraft's navigation lights. I
> want to
> > see the actual light bulb, if you will.
> >
> > Thank you.
> >
> > -----
> > Robert Leahey
> > Digital Metaphors Corporation
> > rob### [at] digital-metaphorscom
> > http://www.digital-metaphors.com
> >
> >
> >
>
>
Post a reply to this message
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The usual way is like:
#declare Brightness=.75;
#declare VisibleLight=
sphere {0,1 scale <1,1,.5> pigment {rgbf <1,1,.95,.75>}
normal {granite .05 scale .05}
finish {ambient <1,1,.95> phong .5 phong_size 1}
interior {ior 1.5 caustics 1 fade_distance .75 fade_power 2}
}
light_source {<0,0,0>,<1,1,.95>*Brightness
looks_like {VisibleLight}
fade_distance 3 fade_power 1
}
Then the object used is already implied to have 'no_shadow'; a texture can also
show up if you want.
Bob
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Bob Hughes wrote:
>
> The usual way is like:
>
> #declare Brightness=.75;
>
> #declare VisibleLight=
> sphere {0,1 scale <1,1,.5> pigment {rgbf <1,1,.95,.75>}
> normal {granite .05 scale .05}
> finish {ambient <1,1,.95> phong .5 phong_size 1}
> interior {ior 1.5 caustics 1 fade_distance .75 fade_power 2}
> }
>
> light_source {<0,0,0>,<1,1,.95>*Brightness
> looks_like {VisibleLight}
> fade_distance 3 fade_power 1
> }
>
> Then the object used is already implied to have 'no_shadow'; a texture can also
> show up if you want.
>
> Bob
Yo Bob!
That's the way I prefer it. But ASFAIK 'looks_like' is not supported in
Moray 3.2. (Hi Lutz. FEATURE REQUEST!)
Karl
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"Karl Pelzer" <Kar### [at] t-onlinede> wrote in message
news:38ADE8BD.EB368F4B@t-online.de...
| That's the way I prefer it. But ASFAIK 'looks_like' is not supported in
| Moray 3.2. (Hi Lutz. FEATURE REQUEST!)
Wups, I gotta remember what group I'm posting replies in.
Bob
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Thanks for all the replies...
So I had a go at this this weekend, and the result is ok, but not quite
achieving the desired effect. I don't know if a lens effect is what I'm
looking for (I've tried a few they were all sort of overkill). I want the
light to glare a bit, or noticeably grow in intensity as it points closer to
the camera. The results I got this weekend were all pretty much the same no
matter where the camera was.
I guess the gist of this is, how do I model light that is traveling straight
to the camera without bouncing off anything? It seems that that is the glare
effect I'm looking for...
--
--
Cheers,
-----
Robert Leahey
Digital Metaphors Corporation
rob### [at] digital-metaphorscom
http://www.digital-metaphors.com
Johannes Hubert <jht### [at] nove-mailcom> wrote in message
news:38ad5c82@news.povray.org...
> Create the bulb as an object with "no-shadow" and give it a texture with
> ambient 1. Put the lightsource inside of the bulb. (You can group or
> union them).
> Or don't use a lightsource and use radiosity instead.
>
> Johannes.
>
> "Robert Leahey" <rob### [at] digital-metaphorscom> wrote in message
> news:38ad5679@news.povray.org...
> > Greetings,
> >
> > My apologies if this is a frequent topic, but I could use some advice
> or
> > some direction on creating a visible light source (not sure what to
> call
> > it). Imagine, if you will, seeing a car at night - how do I model the
> > headlights so that they both interact with the scene and appear to the
> eye
> > as an object? Another example is an aircraft's navigation lights. I
> want to
> > see the actual light bulb, if you will.
> >
> > Thank you.
> >
> > -----
> > Robert Leahey
> > Digital Metaphors Corporation
> > rob### [at] digital-metaphorscom
> > http://www.digital-metaphors.com
> >
> >
> >
>
>
Post a reply to this message
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There's a chance that using a media atmosphere, scattering with type 5 which can
do eccentric (or directional) scattering, might accomplish what you're wanting
to do.
That way when the light source is closer to the camera or pointing toward it
then it should flare up brighter, and when further to the side not have any
"glare".
I checked on this with a regular non-spot light and it's doesn't seem possible
unfortunately. Maybe a wide spotlight could be okay? Just an idea.
Bob
"Robert Leahey" <rob### [at] digital-metaphorscom> wrote in message
news:38b16f82@news.povray.org...
| Thanks for all the replies...
|
| So I had a go at this this weekend, and the result is ok, but not quite
| achieving the desired effect. I don't know if a lens effect is what I'm
| looking for (I've tried a few they were all sort of overkill). I want the
| light to glare a bit, or noticeably grow in intensity as it points closer to
| the camera. The results I got this weekend were all pretty much the same no
| matter where the camera was.
|
| I guess the gist of this is, how do I model light that is traveling straight
| to the camera without bouncing off anything? It seems that that is the glare
| effect I'm looking for...
|
| --
|
|
| --
|
| Cheers,
|
| -----
| Robert Leahey
| Digital Metaphors Corporation
| rob### [at] digital-metaphorscom
| http://www.digital-metaphors.com
|
| Johannes Hubert <jht### [at] nove-mailcom> wrote in message
| news:38ad5c82@news.povray.org...
| > Create the bulb as an object with "no-shadow" and give it a texture with
| > ambient 1. Put the lightsource inside of the bulb. (You can group or
| > union them).
| > Or don't use a lightsource and use radiosity instead.
| >
| > Johannes.
| >
| > "Robert Leahey" <rob### [at] digital-metaphorscom> wrote in message
| > news:38ad5679@news.povray.org...
| > > Greetings,
| > >
| > > My apologies if this is a frequent topic, but I could use some advice
| > or
| > > some direction on creating a visible light source (not sure what to
| > call
| > > it). Imagine, if you will, seeing a car at night - how do I model the
| > > headlights so that they both interact with the scene and appear to the
| > eye
| > > as an object? Another example is an aircraft's navigation lights. I
| > want to
| > > see the actual light bulb, if you will.
| > >
| > > Thank you.
| > >
| > > -----
| > > Robert Leahey
| > > Digital Metaphors Corporation
| > > rob### [at] digital-metaphorscom
| > > http://www.digital-metaphors.com
| > >
| > >
| > >
| >
| >
|
|
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