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From: Antonio Garrido
Subject: soft shadows
Date: 9 Jan 2002 16:13:37
Message: <3c3cb281@news.povray.org>
I have seen how you can apply soft shadows in povray with spot lights and
omni lights. Somebody can tell me how can I do the same in moray?
Thanks.
Antonio


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From: Txemi Jendrix
Subject: Re: soft shadows
Date: 9 Jan 2002 17:03:18
Message: <3c3cbe26@news.povray.org>

news:3c3cb281@news.povray.org...
> I have seen how you can apply soft shadows in povray with spot lights and
> omni lights. Somebody can tell me how can I do the same in moray?
> Thanks.
> Antonio

Sorry Antonio, too much work here in Real Life to answer your last post.
I think the soft shadows with spot and point lights can be obtained using
fade_power and fade_distance.
To know how this modifiers work, you can take a look at the documentation
(look at povray docs also).
Good luck
Bye

--
Txemi Jendrix
tji### [at] euskalnetnet
http://www.geocities.com/txemijendrix


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From: Warp
Subject: Re: soft shadows
Date: 9 Jan 2002 18:40:42
Message: <3c3cd4f9@news.povray.org>
Txemi Jendrix <tji### [at] euskalnetnet> wrote:
: I think the soft shadows with spot and point lights can be obtained using
: fade_power and fade_distance.

  Not really. You need area_light for that.

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Rick [Kitty5]
Subject: Re: soft shadows
Date: 9 Jan 2002 18:54:05
Message: <3c3cd81d@news.povray.org>
> I have seen how you can apply soft shadows in povray with spot lights and
> omni lights. Somebody can tell me how can I do the same in moray?

just use area lights


--

Rick

Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
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From: Alex Wolff
Subject: Re: soft shadows
Date: 10 Jan 2002 03:41:34
Message: <3C3D4C83.368E007A@gmx.de>
another way is to use so many lights at *nearly* the same place that the
shadows seem to fade out smoothly. i found out that you will need
between 10 and 20 lights to create a smooth fade. no problem with the
moray duplicate-option!
and rendering seems to be much faster than with area lights.
alex


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From: Jan Walzer
Subject: Re: soft shadows
Date: 10 Jan 2002 07:29:13
Message: <3c3d8919$1@news.povray.org>
I can't really believe that ...

especially, if they are at the same position, how can the shadows become
smooth ?
if you distribute them a little bit, you do the same thing, as area_lights
do,
but a_l do more ... They don't need so much light_sources as they support
jitter and adaptive sampling ...

Note: The more lightsources you have, the slower your rendering will be ...


--
"Somehow what you suggest is like suggesting to add drills \ jan### [at] lzernet
to cars so you can drill for oil when you run out of fuel.  \
Sure you could do it, but it might not be the most practical >          Jan
solution." [Thorsten Froehlich in p.u.p]                    /        Walzer


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From: Lawrence Winstead
Subject: Re: soft shadows
Date: 10 Jan 2002 10:44:14
Message: <3C3DB6C6.5755CD9A@duratechindustries.net>
I agree that your render will be slower.  Also keep in mind that if your forget
to lower the
magnitude for each individual point light, your scene might be a bit brighter
than expected,
whereas an area light only has one magnitude value to worry about.

-Lawrence

Jan Walzer wrote:

> I can't really believe that ...
>
> especially, if they are at the same position, how can the shadows become
> smooth ?
> if you distribute them a little bit, you do the same thing, as area_lights
> do,
> but a_l do more ... They don't need so much light_sources as they support
> jitter and adaptive sampling ...
>
> Note: The more lightsources you have, the slower your rendering will be ...
>
> --
> "Somehow what you suggest is like suggesting to add drills \ jan### [at] lzernet
> to cars so you can drill for oil when you run out of fuel.  \
> Sure you could do it, but it might not be the most practical >          Jan
> solution." [Thorsten Froehlich in p.u.p]                    /        Walzer


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From: Warp
Subject: Re: soft shadows
Date: 10 Jan 2002 10:51:18
Message: <3c3db875@news.povray.org>
Alex Wolff <ale### [at] gmxde> wrote:
: and rendering seems to be much faster than with area lights.

  This can't be true.
  You are probably creating a non-adaptive area light with 100 points and
comparing it with 10 individual point lights.
  Create the area_light with the same amount of points as your trick and
use adaptiveness (eg. adaptive 0, adaptive 1 or whatever is the smallest
number which gives a good result). The area_light should render a lot faster.

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Jamie Davison
Subject: Re: soft shadows
Date: 10 Jan 2002 14:35:59
Message: <MPG.16a6e8067e3bb22a989aa7@news.povray.org>
On 9 Jan 2002 18:40:42 -0500, Warp wrote...
> Txemi Jendrix <tji### [at] euskalnetnet> wrote:
> : I think the soft shadows with spot and point lights can be obtained using
> : fade_power and fade_distance.
> 
>   Not really. You need area_light for that.

Or you can use lots and lots of point lights or spotlights with 
fade_power etc set.  I know you can 'cos i've done it when I got bored. 
:)

Bye for now,
     Jamie.


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From: Warp
Subject: Re: soft shadows
Date: 10 Jan 2002 19:40:23
Message: <3c3e3477@news.povray.org>
Jamie Davison <jam### [at] ntlworldcom> wrote:
:>   Not really. You need area_light for that.

: Or you can use lots and lots of point lights or spotlights with 
: fade_power etc set.

  But why would you want to do so? area_lights do exactly that, but you
can use adaptive sampling in order to seed up the rendering.

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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