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3ece78f5$1@news.povray.org...
> Is there any way round this?
Try using light_groups.
camera {location -z*5+y*5 look_at y}
light_group{
light_source{-z*1000, rgb 1 rotate x*40 rotate y*40}
sphere{0,1 translate y pigment{rgb x} finish{phong 1}}
global_lights off
}
plane{y,0 pigment{rgb 1} }
light_source{-z*1000, rgb 1 rotate x*40 rotate y*40 shadowless}
BTW, that was one of the reasons we used a lot of light groups in the space
image (www.oyonale.com/iss) so that objects wouldn't project shadows on each
other and still have highlights.
G.
--
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters
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Well my problem is that I have a light dome with 50 light sources, so if I have
shadows turned on at all there's a significant performance hit, even when just
testing for self-shadowing.
Ah well, I guess I should just be more patient and allow more time for
rendering.
--
Tek
http://www.evilsuperbrain.com
"Gilles Tran" <git### [at] wanadoo fr> wrote in message
news:3ece88e2@news.povray.org...
> 3ece78f5$1@news.povray.org...
>
> > Is there any way round this?
>
> Try using light_groups.
>
> camera {location -z*5+y*5 look_at y}
> light_group{
> light_source{-z*1000, rgb 1 rotate x*40 rotate y*40}
> sphere{0,1 translate y pigment{rgb x} finish{phong 1}}
> global_lights off
> }
> plane{y,0 pigment{rgb 1} }
> light_source{-z*1000, rgb 1 rotate x*40 rotate y*40 shadowless}
>
> BTW, that was one of the reasons we used a lot of light groups in the space
> image (www.oyonale.com/iss) so that objects wouldn't project shadows on each
> other and still have highlights.
>
> G.
>
>
> --
> **********************
> http://www.oyonale.com
> **********************
> - Graphic experiments
> - POV-Ray and Poser computer images
> - Posters
>
>
>
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We could do with a seperate no_specular tag or something...
Ah well, it's not a big enough problem for me to bother writing my own patched
version of POV :)
--
Tek
http://www.evilsuperbrain.com
"Philippe Debar" <phd### [at] wanadoo be> wrote in message
news:3ece85d9$1@news.povray.org...
> Not a bug, a feature. Shadowless light_sources were designed to be used
> as fill lights, to simulate interdiffuse reflections which produces no
> noticeable highlights. I guess removing the highlights gave a speed
> boost also.
>
> I know of no speedwise workaround.
>
>
> Povingly,
>
> Philippe
>
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In article <3ece88e2@news.povray.org> , "Gilles Tran" <git### [at] wanadoo fr>
wrote:
> BTW, that was one of the reasons we used a lot of light groups in the space
> image (www.oyonale.com/iss) so that objects wouldn't project shadows on each
> other and still have highlights.
Well, that is after all one of the main reasons why light_groups exist :-)
And they are also fairly fast, or, to be precise, there is next to no speed
penalty on objects not lit by those light sources. Nevertheless,
light_groups could still be a bit faster if shadow rays could be controlled
as well as some people have requested in the past...
Thorsten
____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povray org
I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org
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>Not a bug, a feature. Shadowless light_sources were designed to be used
>as fill lights, to simulate interdiffuse reflections which produces no
>noticeable highlights.
Yap.. That isn't bug. But I have found a serious problem from POV-Ray
highlights. It's impossible to create some metallic highlights because
POV-Ray takes highlight color from DIFFUSE reflectance..
Matti
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Um... specular highlights take their colour from the light source [and the
pigment colour if it's metallic]. They're not directly related to the diffuse
property.
--
Tek
http://www.evilsuperbrain.com
"Matti Karnaattu" <nomail@nomail> wrote in message
news:web.3ecf8e07ac50e57f84d065310@news.povray.org...
> >Not a bug, a feature. Shadowless light_sources were designed to be used
> >as fill lights, to simulate interdiffuse reflections which produces no
> >noticeable highlights.
>
> Yap.. That isn't bug. But I have found a serious problem from POV-Ray
> highlights. It's impossible to create some metallic highlights because
> POV-Ray takes highlight color from DIFFUSE reflectance..
>
> Matti
>
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> Um... specular highlights take their colour from the light source [and the
> pigment colour if it's metallic]. They're not directly related to the
diffuse
> property.
Unless you're specifying "metallic"
- Slime
[ http://www.slimeland.com/ ]
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> Try using light_groups.
But I thought that objects in one light group still projected shadows on
objects in a different light group?
- Slime
[ http://www.slimeland.com/ ]
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In article <3ed1bff6$1@news.povray.org>, "Slime" <slm### [at] slimeland com>
wrote:
> > Um... specular highlights take their colour from the light source [and the
> > pigment colour if it's metallic]. They're not directly related to the
> > diffuse property.
>
>
> Unless you're specifying "metallic"
I believe that's what Tek meant by "and the pigment colour if it's
metallic". That's what it's supposed to do, and from looking at the
source code that's exactly what it does. More specifically, the specular
contribution of each layer uses the pigment of the same layer (the
variable Layer_Pigment_Colour in the source code). I'm not sure why
Matti thought it used diffuse...
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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>Um... specular highlights take their colour from the light source [and the
>pigment colour if it's metallic]. They're not directly related to the diffuse
>property.
Pigment colour is diffuse reflectance in POV-Ray. Highlights colour should
be taken from specular reflectance which is reflection colour in POV-Ray.
Matti
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