|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Just playing around here. Made a disco ball by intersecting a bunch of
planes then made two spotlights pointing at it and shooting a ton of
photons.
The only problem with it is that in order to get caustics to show up
with more facets on the ball is to set an insanely high photon count.
Otherwise, the walls just get some brighter, but still very dim, patches
of light, rather than the bright spots.
-DJ
Post a reply to this message
Attachments:
Download 'disco.m1v.mpg' (184 KB)
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Nice.
A while ago I did something similar, but instead of relying on photons
(which have the problem you mention with large numbers of facets), I
manually calculated the shapes of the reflected rays. The beams of light are
meshes filled with media, and the lights on the floor are actually polygons.
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
Attachments:
Download 'discoslime.gif' (650 KB)
Preview of image 'discoslime.gif'
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I'm considering doing something like that. I was going to run a trace()
from each facet to the box making the room, but I was going to create
the dots on the floor and walls using point lights, though I'm sure
using polygons is much faster.
Slime wrote:
> Nice.
>
> A while ago I did something similar, but instead of relying on photons
> (which have the problem you mention with large numbers of facets), I
> manually calculated the shapes of the reflected rays. The beams of light are
> meshes filled with media, and the lights on the floor are actually polygons.
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
>
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"DJ Wiza" <Kil### [at] sohcahtoanet> wrote in message
news:4442b7c0@news.povray.org...
> Just playing around here. Made a disco ball by intersecting a bunch of
> planes then made two spotlights pointing at it and shooting a ton of
> photons.
>
> The only problem with it is that in order to get caustics to show up
> with more facets on the ball is to set an insanely high photon count.
> Otherwise, the walls just get some brighter, but still very dim, patches
> of light, rather than the bright spots.
>
> -DJ
>
Hi DJ,
Looks good, but I think you got an extra frame in there, so when it loops it
doesn't loop seamlessly.
Regards,
Chris B.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> I'm considering doing something like that. I was going to run a trace()
> from each facet to the box making the room, but I was going to create
> the dots on the floor and walls using point lights, though I'm sure
> using polygons is much faster.
Hmm. The problem with polygons is that you can't easily project them onto
any complex shape (a box shaped room is about as complicated as you can
easily get).
A good solution would probably be: for every light source, for every facet,
create a duplicate light reflected around that facet, using
projected_through on the facet so that the light comes out of it as though
it were reflected from the original light source. Then you can get proper
shadows and lighting on complex surfaces.
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Wasn't it Slime who wrote:
>Nice.
>
>A while ago I did something similar, but instead of relying on photons
>(which have the problem you mention with large numbers of facets), I
>manually calculated the shapes of the reflected rays. The beams of light are
>meshes filled with media, and the lights on the floor are actually polygons.
Your beams seem to rotate at the same speed, as if the ball were a light
source rather than mirrors.
--
Mike Williams
Gentleman of Leisure
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
DJ Wiza wrote:
> Just playing around here. Made a disco ball by intersecting a bunch of
> planes then made two spotlights pointing at it and shooting a ton of
> photons.
>
> The only problem with it is that in order to get caustics to show up
> with more facets on the ball is to set an insanely high photon count.
> Otherwise, the walls just get some brighter, but still very dim, patches
> of light, rather than the bright spots.
The beauty of a disco ball is that each tiny mirror can be simulated
with its very own spotlight, the parameters for which can be calculated
based on the location of the light shining on the ball and the location
of the little mirror.
Your rendering times will probably go way down.
Regards,
John
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> Your beams seem to rotate at the same speed, as if the ball were a light
> source rather than mirrors.
They actually rotate faster than the disco "ball" itself, though it's hard
to see that. If you follow some of the dots of light on the floor, you can
see that they don't stay in the same positions relative to each other.
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |