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Well, some time ago, I posted an image depicting my model of the Hatteras
lighthouse. Here it is again in a scene.
Please let me know what you think of it.
Thanks,
Darcy
djo### [at] iname com NOSPAM
http://www.geocities.com/SiliconValley/Sector/4317
Post a reply to this message
Attachments:
Download 'land4.jpg' (29 KB)
Preview of image 'land4.jpg'

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Darcy Johnston wrote:
>
> Well, some time ago, I posted an image depicting my model of the Hatteras
> lighthouse. Here it is again in a scene.
>
> Please let me know what you think of it.
> Thanks,
> Darcy
> djo### [at] iname com NOSPAM
> http://www.geocities.com/SiliconValley/Sector/4317
>
> [Image]
Ken likes it.
--
Ken Tyler
tyl### [at] pacbell net
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Mikey likes it too, and he hates everything.
Ken wrote:
> Ken likes it.
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Mike wrote:
>
> Mikey likes it too, and he hates everything.
Mikey ? He likes it !
Your reply sounds like some kind of darn cereal commercial.
--
Ken Tyler
tyl### [at] pacbell net
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On a side note you asked on c.g.r.r. a while back about
the raytracing home page and what had happened to it -
I have found this info for you:
Ray Tracing
The Ray Tracing pages are currently unavailable while their
future disposition is under consideration.
The Department of Computer Science web server is at
http://www.cs.cf.ac.uk/.
--
Ken Tyler
tyl### [at] pacbell net
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Lance likes it too, and he's supercritical :)
I think however an improvement would be the landscape, it looks a bit
heightfieldish... I'm not really sre how you'd get around that though,
because I've never tried to make a shoreline like that. Maybe it's just hte
texture, I think it looks a bit too course for sand (and I see a lot of it
here). Or maybe you could add some rocks? Or are you modelling it off a
real place? (in which case you obviously wouldn't if they weren't there!)
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
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It looks a bit dark to me so I tried correcting the gamma-setting. I overdid
this a bit, spoiling the image, but it did reveal something I already suspected
from the dark image: a cloudy sky with stars. I think there's a bit of a problem
there. Also: would you be ablt to see the stars through the lightbeam? Or:
should you be able to see the lightbeam on a starry (clear) night?
Apart from that, I think the sea already looks very good although I would add a
little turbulence to the texture, or at least make some 'gaps' in the white rims
one way or another.
The most important part of the scene, the lighttower is also the best. That one
looks very impressive, even on such a small scale.
Regards,
Remco
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"Darcy Johnston" djo### [at] iname com NOSPAM wrote in
<36ad4a5e.0@news.povray.org>:
> Please let me know what you think of it.
> Thanks,
> Darcy
I like it, but I have some problems with the stars.
I do not like the way you see them tru the beam.
Nice beam bytheway.
The Graphical Gnome (rdb### [at] Gnomehome demon nl)
--------------------------------------------
UDDF -> http://www.gnomehome.demon.nl/uddf/index.htm
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This is a fine pic! I like the atmosphere of it and I can smell the sea
and feel the fresh breeze from the ocean.
That you can the the stars through the beam is OK with me. I have never
seen a lighthouse beam that could overpower the starlight.
What bothers me here is that the beam becomes brighter when it spreads
up. I guess according to laws of physics it should fade! I not sure
about that.
It also points too much downwards if I got the perspective right. These
lights a pointed to the horizon to be visible as far as possible.
Go on! This look very promising to me!!
Marc
--
Marc Schimmler
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Remco stated that too, about the stars showing through the beam.
A long time ago (version 3 atmosphere stuff) I was bringing this up a
lot about background objects appearing to sum up a visible spotlight
like this does.
Perhaps a media using absorption could compensate for it, I have yet to
try.
Of course the beam could be in a haze and starry sky still show, but I
wonder of the brightness getting so luminous at the far reaches.
Obviously the narrower part could be in less a haze where it starts out
so that makes sense enough but it probably requires some brightening
nearer the lighthouse and then drastic dimming further away. Darcy?
media_attenuation off? or just media interaction on ? (default).
From what I've seen of this stuff so far though a spotlight in media is
inherently dim at the apex for some reason. Bet its something to do with
light quantity, or volume as it were, and the tendancy to sample less
there.
The Graphical Gnome wrote:
>
> "Darcy Johnston" djo### [at] iname com NOSPAM wrote in
> <36ad4a5e.0@news.povray.org>:
> > Please let me know what you think of it.
> > Thanks,
> > Darcy
> I like it, but I have some problems with the stars.
> I do not like the way you see them tru the beam.
>
> Nice beam bytheway.
>
> The Graphical Gnome (rdb### [at] Gnomehome demon nl)
> --------------------------------------------
> UDDF -> http://www.gnomehome.demon.nl/uddf/index.htm
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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I like the image, but I wonder about two things:
The lighthouse seems to be leaning a little bit to the right. Is that how it
should be? Or is it my monitor? Or my eyes???
Also, the light-cone gets brighter with more distance from the tower.
Intuition would say it should be the other way round, but that may be
totally wrong when physics are asked. What should it be?
Johannes.
Darcy Johnston wrote in message <36ad4a5e.0@news.povray.org>...
>Well, some time ago, I posted an image depicting my model of the Hatteras
>lighthouse. Here it is again in a scene.
>
>Please let me know what you think of it.
>Thanks,
>Darcy
>djo### [at] iname com NOSPAM
>http://www.geocities.com/SiliconValley/Sector/4317
>
>
>
>
>
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Really good image.
Only complaint is the muddy ground...
//Spider
Darcy Johnston wrote:
>
> Well, some time ago, I posted an image depicting my model of the Hatteras
> lighthouse. Here it is again in a scene.
>
> Please let me know what you think of it.
> Thanks,
> Darcy
> djo### [at] iname com NOSPAM
> http://www.geocities.com/SiliconValley/Sector/4317
>
> [Image]
Post a reply to this message
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Lance Birch wrote in message <36ad6cef.0@news.povray.org>...
>Lance likes it too, and he's supercritical :)
Thank you. :)
>I think however an improvement would be the landscape, it looks a bit
>heightfieldish... I'm not really sre how you'd get around that though,
>because I've never tried to make a shoreline like that. Maybe it's just
hte
>texture, I think it looks a bit too course for sand (and I see a lot of it
>here). Or maybe you could add some rocks? Or are you modelling it off a
>real place? (in which case you obviously wouldn't if they weren't there!)
Adding some rocks would be a good idea. I'll try that. I also wanted to give
the higher parts some grass, so far with no success, but I'll continue
working on it.
Thanks for the ideas,
Darcy
djo### [at] iname com NOSPAM
http://www.geocities.com/SiliconValley/Sector/4317
Post a reply to this message
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Bob Hughes wrote in message <36AD9C14.99D656F1@aol.com>...
>Remco stated that too, about the stars showing through the beam.
>A long time ago (version 3 atmosphere stuff) I was bringing this up a
>lot about background objects appearing to sum up a visible spotlight
>like this does.
>Perhaps a media using absorption could compensate for it, I have yet to
>try.
I'll try it ans see what it does.
>Of course the beam could be in a haze and starry sky still show, but I
>wonder of the brightness getting so luminous at the far reaches.
>Obviously the narrower part could be in less a haze where it starts out
>so that makes sense enough but it probably requires some brightening
>nearer the lighthouse and then drastic dimming further away. Darcy?
>media_attenuation off? or just media interaction on ? (default).
Actually, media_attenuation was specifed as on, but I think that was a type,
as I think I meant to have it off. I think I need to have the light fade out
stringer than it currently does. Hopefully that will fix it. Right now the
end is brighter becasuse as the spotlight's cone widens, more and more of
the media gets illuminated. Strengthening the fading and adding the
absorption to media will hopefully help.
>From what I've seen of this stuff so far though a spotlight in media is
>inherently dim at the apex for some reason. Bet its something to do with
>light quantity, or volume as it were, and the tendancy to sample less
>there.
I would tend to vote on the volume aspect. Maybe if I add a point light
source with very strong fading it would help a bit?
Darcy
djo### [at] iname com NOSPAM
http://www.geocities.com/SiliconValley/Sector/4317
Post a reply to this message
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Marc Schimmler wrote in message <36AD96A6.18B62351@ica.uni-stuttgart.de>...
>This is a fine pic! I like the atmosphere of it and I can smell the sea
>and feel the fresh breeze from the ocean.
Thanks!
>That you can the the stars through the beam is OK with me. I have never
>seen a lighthouse beam that could overpower the starlight.
>What bothers me here is that the beam becomes brighter when it spreads
>up. I guess according to laws of physics it should fade! I not sure
>about that.
Yep, I agree. I will be working on that.
>It also points too much downwards if I got the perspective right. These
>lights a pointed to the horizon to be visible as far as possible.
Good point. I'll make sure to straighten it out.
Darcy
djo### [at] iname com NOSPAM
http://www.geocities.com/SiliconValley/Sector/4317
Post a reply to this message
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Johannes Hubert wrote in message <36adbd1f.0@news.povray.org>...
>I like the image, but I wonder about two things:
>
>The lighthouse seems to be leaning a little bit to the right. Is that how
it
>should be? Or is it my monitor? Or my eyes??
I think its the perspective. I thought I saw that as well, but figured it
was just me. Now that at least one other person has seen it, I'll pay more
attention to it.
>Also, the light-cone gets brighter with more distance from the tower.
>Intuition would say it should be the other way round, but that may be
>totally wrong when physics are asked. What should it be?
I think it should be fading with distance, but with the media I have
declared, it seems that the more media is shown by the light, the brighter
everything looks. So as the spotlight gets wider, it looks brighter. Right
now I only have scattering declared, I'll try adding some absorption and see
if that makes it better.
Thanks again for the input,
Darcy
djo### [at] iname com NOSPAM
http://www.geocities.com/SiliconValley/Sector/4317
Post a reply to this message
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Bob Hughes wrote:
>
> Remco stated that too, about the stars showing through the beam.
> A long time ago (version 3 atmosphere stuff) I was bringing this up a
> lot about background objects appearing to sum up a visible spotlight
> like this does.
> Perhaps a media using absorption could compensate for it, I have yet to
> try.
>
> Of course the beam could be in a haze and starry sky still show, but I
> wonder of the brightness getting so luminous at the far reaches.
> Obviously the narrower part could be in less a haze where it starts out
> so that makes sense enough but it probably requires some brightening
> nearer the lighthouse and then drastic dimming further away. Darcy?
> media_attenuation off? or just media interaction on ? (default).
> From what I've seen of this stuff so far though a spotlight in media is
> inherently dim at the apex for some reason. Bet its something to do with
> light quantity, or volume as it were, and the tendancy to sample less
> there.
>
Thinking about it: if you see the beam of a lighthouse, will you see the
lighthouse at all? In a photograph you could do this with some simple trickery,
so much for photo-realism. Perhaps the depiction of objects may account for
realism, but the representation of light will always be wrong because it is very
subjective (admitted, the color/size/shape of objects can be more ore less
subjective, depending on the amount of LSD you use).
So, in other words, let the stars shine (?)
Remco
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Just to point it out again, the question is, would you see the stars get
brighter as seen through the beam of light. I think not. Perhaps the
most obvious reason for such a illusion in POV-Ray is that in real
vision your eyes would counter the star light with any additional light
thus creating a dimmer star. If this weren't so maybe Darcy's lighthouse
beam/stars is what we would see.
For better visual accuracy the un-brightened stars would be the choice.
Marc Schimmler wrote:
>
> That you can [see] the stars through the beam is OK with me. I have never
> seen a lighthouse beam that could overpower the starlight.
> --
> Marc Schimmler
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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Darcy Johnston schrieb in Nachricht <36ae5511.0@news.povray.org>...
>Johannes Hubert wrote in message <36adbd1f.0@news.povray.org>...
>>I like the image, but I wonder about two things:
>>
>>The lighthouse seems to be leaning a little bit to the right. Is that how
>it
>>should be? Or is it my monitor? Or my eyes??
>
>I think its the perspective. I thought I saw that as well, but figured it
>was just me. Now that at least one other person has seen it, I'll pay more
>attention to it.
I've seen this too. In fact it was the first thing I noticed. If you load
the picture into a graphics program (Paint Shop will do), you can even
measure it: just take the base points and draw lines to the top of the light
house. It is leaning towards the right side of the picture.
I've cut out the part, where you can really see it is leaning (attached). Is
the beach anywhere in Italy? <g>.
Post a reply to this message
Attachments:
Download 'tower.jpg' (4 KB)
Preview of image 'tower.jpg'

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Maybe it is a distortion rue to a wide camera angle?
Johannes.
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Johannes Hubert wrote in message <36af188d.0@news.povray.org>...
>Maybe it is a distortion rue to a wide camera angle?
I think this is likely the case, since the lighthouse is standing straight.
I'll try to fix that in the next version.
Darcy
Post a reply to this message
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Johannes Hubert schrieb in Nachricht <36af188d.0@news.povray.org>...
>Maybe it is a distortion rue to a wide camera angle?
>
>Johannes.
Something like it, yes, I think so too.
--
Rudy
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Mike wrote:
> Mikey likes it too, and he hates everything.
>
> Ken wrote:
>
> > Ken likes it.
Bob likes it too, but thinks the beam is just a teensy bit too
solid.
--
Bob & Kelly Crispen
cri### [at] hiwaay net
A polar bear is just a rectangular bear in a different coordinate system.
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<HTML>
I was inspired by your post to start playing with media, I came up with
the following scene (very sparce) with what I think the beam should look
like.
<P>Would anyone like to comment on the beam effect? any ideas are
welcome.
<P><IMG SRC="cid:par### [at] earthlink net" HEIGHT=480 WIDTH=640>
<P>the source:
<P>//begin*******************************
<P>// Persistence of Vision Ray Tracer Scene Description File
<BR>// File: lighthouse.pov
<BR>// Vers: 3.1
<BR>// Desc: spotlight/media interaction test
<BR>// Date: 02/07/99
<BR>// Auth: Mark Palmquist
<BR>// uses bricks.inc by Jeff Lee
<BR>//
<BR>#include "colors.inc"
<BR>#include "metals.inc"
<BR>#include "glass.inc"
<BR>
<P>camera {location < 0, 16, -600>
<BR> right 4/3*x
<BR> up y
<BR> direction z
<BR> angle 65
<BR> look_at <0, 105, 0>
<BR>}
<P>light_source { <150, 500, 500>
<BR> color rgb 2
<BR> media_interaction off
<BR> //shadowless
<BR>}
<P>#declare Lightbulb = union {
<BR> merge {
<BR> sphere { <0,0,0>,1 }
<BR> cylinder { <0,0,1>, <0,0,0>, 1
<BR> scale <0.35, 0.35, 1.0>
<BR> translate 0.5*z
<BR> }
<BR> texture {
<BR> pigment {color rgb <1,
1, 1>}
<BR> finish {ambient .8 diffuse
.6}
<BR> }
<BR> }
<BR> cylinder { <0,0,1>, <0,0,0>, 1
<BR> scale <0.4, 0.4, 0.5>
<BR> texture { T_Brass_1A }
<BR> translate 1.5*z
<BR> }
<BR> //rotate -90*x
<BR> scale 2
<BR>}
<BR>#declare beam=
<BR>union{
<BR> light_source { <0, .1, 0> color rgb<1, 1, 1>*4
<BR> spotlight
<BR> point_at <0, 10, 0>
<BR> radius 1
<BR> falloff 8
<BR> media_attenuation on
<BR> looks_like {Lightbulb}
<BR> }
<BR> cone {<0,0,0>, 0, <0,1000,0>, 360 open hollow interior
{media
<BR> {
<BR> intervals 43
<BR> absorption .01
<BR> scattering {1, rgb 0.02}
<BR> samples 1, 10
<BR> confidence 0.9999
<BR> variance 1/1000
<BR> ratio 0.9
<BR> }
<BR> }
<BR> pigment{Clear}
<BR> }
<BR> rotate <0,0,-93>
<BR>}
<P>#declare newBrickMidtone=colour rgb <0.60,0.60,0.60>
<BR>#declare newBrickHighlight=colour rgb <0.75,0.70,0.70>
<BR>#declare newBrickLowlight=colour rgb <0.35,0.35,0.35>
<BR>#include "bricks.inc" //Author: Jeff Lee
<BR>
<BR>#declare lighthouse=
<BR>union{
<BR> object { beam translate <12.1,110,0>}
<BR> cone {<0,0,0>, 20, <0,100,0>, 15 texture { T_newBrick
scale <1,2,18>}}
<BR> merge{
<BR> cylinder{ 100*y, 120*y, 12 texture
{T_Glass3}}
<BR> difference {
<BR> sphere { 120*y, 12}
<BR> box { <-15,100,-15> <-15,120,-15>}
<BR> texture {T_Brass_3C}
<BR> }
<BR> }
<BR>}
<P>object {lighthouse translate <-200,0,0>}
<P>//end*******************************
<P>Darcy Johnston wrote:
<BLOCKQUOTE TYPE=CITE>Well, some time ago, I posted an image depicting
my model of the Hatteras
<BR>lighthouse. Here it is again in a scene.
<P>Please let me know what you think of it.
<BR>Thanks,
<BR>Darcy
<BR>djo### [at] iname com NOSPAM
<BR><A
HREF="http://www.geocities.com/SiliconValley/Sector/4317">http://www.geocities.com/SiliconValley/Sector/4317</A></BLOCKQUOTE>
</HTML>
Post a reply to this message
Attachments:
Download 'c:\windows\temp\nsmailar.jpeg.jpg' (8 KB)
Preview of image 'c:\windows\temp\nsmailar.jpeg.jpg'

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Very nice image, and I agree with you on the light, but I'd make it go
even further out, since it is not a very good comparison wiht the
lighthouse and the length of the beam..
Can you please post with all images as attachments, and with only plain
text when you send ?
There has been much argumants about this erlier, and several of the
people on the newsgroup has readers that don't support html, or pay by
the minute, and therefore is put at an disadvangtage when you post like
this..
//Spider
Mark Palmquist wrote:
>
> I was inspired by your post to start playing with media, I came up
> with the following scene (very sparce) with what I think the beam
> should look like.
>
> Would anyone like to comment on the beam effect? any ideas are
> welcome.
>
> [Image]
>
> the source:
>
> //begin*******************************
>
> // Persistence of Vision Ray Tracer Scene Description File
> // File: lighthouse.pov
> // Vers: 3.1
> // Desc: spotlight/media interaction test
> // Date: 02/07/99
> // Auth: Mark Palmquist
> // uses bricks.inc by Jeff Lee
> //
> #include "colors.inc"
> #include "metals.inc"
> #include "glass.inc"
>
>
> camera {location < 0, 16, -600>
> right 4/3*x
> up y
> direction z
> angle 65
> look_at <0, 105, 0>
> }
>
> light_source { <150, 500, 500>
> color rgb 2
> media_interaction off
> //shadowless
> }
>
> #declare Lightbulb = union {
> merge {
> sphere { <0,0,0>,1 }
> cylinder { <0,0,1>, <0,0,0>, 1
> scale <0.35, 0.35, 1.0>
> translate 0.5*z
> }
> texture {
> pigment {color rgb <1, 1, 1>}
> finish {ambient .8 diffuse .6}
> }
> }
> cylinder { <0,0,1>, <0,0,0>, 1
> scale <0.4, 0.4, 0.5>
> texture { T_Brass_1A }
> translate 1.5*z
> }
> //rotate -90*x
> scale 2
> }
> #declare beam=
> union{
> light_source { <0, .1, 0> color rgb<1, 1, 1>*4
> spotlight
> point_at <0, 10, 0>
> radius 1
> falloff 8
> media_attenuation on
> looks_like {Lightbulb}
> }
> cone {<0,0,0>, 0, <0,1000,0>, 360 open hollow interior {media
> {
> intervals 43
> absorption .01
> scattering {1, rgb 0.02}
> samples 1, 10
> confidence 0.9999
> variance 1/1000
> ratio 0.9
> }
> }
> pigment{Clear}
> }
> rotate <0,0,-93>
> }
>
> #declare newBrickMidtone=colour rgb <0.60,0.60,0.60>
> #declare newBrickHighlight=colour rgb <0.75,0.70,0.70>
> #declare newBrickLowlight=colour rgb <0.35,0.35,0.35>
> #include "bricks.inc" //Author: Jeff Lee
>
> #declare lighthouse=
> union{
> object { beam translate <12.1,110,0>}
> cone {<0,0,0>, 20, <0,100,0>, 15 texture { T_newBrick scale
> <1,2,18>}}
> merge{
> cylinder{ 100*y, 120*y, 12 texture {T_Glass3}}
> difference {
> sphere { 120*y, 12}
> box { <-15,100,-15> <-15,120,-15>}
> texture {T_Brass_3C}
> }
> }
> }
>
> object {lighthouse translate <-200,0,0>}
>
> //end*******************************
>
> Darcy Johnston wrote:
>
> > Well, some time ago, I posted an image depicting my model of the
> > Hatteras
> > lighthouse. Here it is again in a scene.
> >
> > Please let me know what you think of it.
> > Thanks,
> > Darcy
> > djo### [at] iname com NOSPAM
> > http://www.geocities.com/SiliconValley/Sector/4317
>
>
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I see you're keeping the tilted lighthouse though ;)
Spiders may be right, and maybe not. The beam crosses nearly
perpendicular, I would suppose, to the observer due to the perspective
camera angle. This would be seen as a much diminished beam at such a
point. Are you using 'scattering' type 5? If not, you might want to try
it out, and set 'eccentricity' to greater than 0.
Mark Palmquist wrote:
>
> I was inspired by your post to start playing with media, I came up
> with the following scene (very sparce) with what I think the beam
> should look like.
>
> Would anyone like to comment on the beam effect? any ideas are
> welcome.
>
> [Image]
>
> the source:
>
> //begin*******************************
>
> // Persistence of Vision Ray Tracer Scene Description File
> // File: lighthouse.pov
> // Vers: 3.1
> // Desc: spotlight/media interaction test
> // Date: 02/07/99
> // Auth: Mark Palmquist
> // uses bricks.inc by Jeff Lee
> //
> #include "colors.inc"
> #include "metals.inc"
> #include "glass.inc"
>
>
> camera {location < 0, 16, -600>
> right 4/3*x
> up y
> direction z
> angle 65
> look_at <0, 105, 0>
> }
>
> light_source { <150, 500, 500>
> color rgb 2
> media_interaction off
> //shadowless
> }
>
> #declare Lightbulb = union {
> merge {
> sphere { <0,0,0>,1 }
> cylinder { <0,0,1>, <0,0,0>, 1
> scale <0.35, 0.35, 1.0>
> translate 0.5*z
> }
> texture {
> pigment {color rgb <1, 1, 1>}
> finish {ambient .8 diffuse .6}
> }
> }
> cylinder { <0,0,1>, <0,0,0>, 1
> scale <0.4, 0.4, 0.5>
> texture { T_Brass_1A }
> translate 1.5*z
> }
> //rotate -90*x
> scale 2
> }
> #declare beam=
> union{
> light_source { <0, .1, 0> color rgb<1, 1, 1>*4
> spotlight
> point_at <0, 10, 0>
> radius 1
> falloff 8
> media_attenuation on
> looks_like {Lightbulb}
> }
> cone {<0,0,0>, 0, <0,1000,0>, 360 open hollow interior {media
> {
> intervals 43
> absorption .01
> scattering {1, rgb 0.02}
> samples 1, 10
> confidence 0.9999
> variance 1/1000
> ratio 0.9
> }
> }
> pigment{Clear}
> }
> rotate <0,0,-93>
> }
>
> #declare newBrickMidtone=colour rgb <0.60,0.60,0.60>
> #declare newBrickHighlight=colour rgb <0.75,0.70,0.70>
> #declare newBrickLowlight=colour rgb <0.35,0.35,0.35>
> #include "bricks.inc" //Author: Jeff Lee
>
> #declare lighthouse=
> union{
> object { beam translate <12.1,110,0>}
> cone {<0,0,0>, 20, <0,100,0>, 15 texture { T_newBrick scale
> <1,2,18>}}
> merge{
> cylinder{ 100*y, 120*y, 12 texture {T_Glass3}}
> difference {
> sphere { 120*y, 12}
> box { <-15,100,-15> <-15,120,-15>}
> texture {T_Brass_3C}
> }
> }
> }
>
> object {lighthouse translate <-200,0,0>}
>
> //end*******************************
>
> Darcy Johnston wrote:
>
> > Well, some time ago, I posted an image depicting my model of the
> > Hatteras
> > lighthouse. Here it is again in a scene.
> >
> > Please let me know what you think of it.
> > Thanks,
> > Darcy
> > djo### [at] iname com NOSPAM
> > http://www.geocities.com/SiliconValley/Sector/4317
>
>
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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Bob Hughes wrote:
>
> I see you're keeping the tilted lighthouse though ;)
> Spiders may be right, and maybe not. The beam crosses nearly
> perpendicular, I would suppose, to the observer due to the perspective
> camera angle. This would be seen as a much diminished beam at such a
> point. Are you using 'scattering' type 5? If not, you might want to try
> it out, and set 'eccentricity' to greater than 0.
The original lighthouse was posted by Darcy Johnston...
The tilting you see is only an illusion created by it's proximity to
the left side of the image demarcation line. The lighthouse wall has
a tapered edge. The image edge is straight. If you concentrate your
focus on the center of the screen instead of the lighthouse object you
will percieve it as verticaly straight. If you concentrate your focus
on the lighthouse object your eyes evaluate the angle of the lighthouse
in relation to the image edge and you are tricked into thinking the
lighthouse is tilted. Change your thinking, not the object, and you
will find there is nothing wrong with it's orientation.
Ken Tyler over and out.
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Sorry about posting the image in the post, in netscape how to attach
pictures?, not in the menus that I could find.
I agree, this was mostly an image for the 'beam' the lighthouse was for
reference only.
Spider wrote:
> Very nice image, and I agree with you on the light, but I'd make it go
> even further out, since it is not a very good comparison wiht the
> lighthouse and the length of the beam..
>
> Can you please post with all images as attachments, and with only plain
> text when you send ?
> There has been much argumants about this erlier, and several of the
> people on the newsgroup has readers that don't support html, or pay by
> the minute, and therefore is put at an disadvangtage when you post like
> this..
>
> //Spider
>
> Mark Palmquist wrote:
> >
> > I was inspired by your post to start playing with media, I came up
> > with the following scene (very sparce) with what I think the beam
> > should look like.
> >
> > Would anyone like to comment on the beam effect? any ideas are
> > welcome.
> >
> > [Image]
> >
> > the source:
> >
> > //begin*******************************
> >
> > // Persistence of Vision Ray Tracer Scene Description File
> > // File: lighthouse.pov
> > // Vers: 3.1
> > // Desc: spotlight/media interaction test
> > // Date: 02/07/99
> > // Auth: Mark Palmquist
> > // uses bricks.inc by Jeff Lee
> > //
> > #include "colors.inc"
> > #include "metals.inc"
> > #include "glass.inc"
> >
> >
> > camera {location < 0, 16, -600>
> > right 4/3*x
> > up y
> > direction z
> > angle 65
> > look_at <0, 105, 0>
> > }
> >
> > light_source { <150, 500, 500>
> > color rgb 2
> > media_interaction off
> > //shadowless
> > }
> >
> > #declare Lightbulb = union {
> > merge {
> > sphere { <0,0,0>,1 }
> > cylinder { <0,0,1>, <0,0,0>, 1
> > scale <0.35, 0.35, 1.0>
> > translate 0.5*z
> > }
> > texture {
> > pigment {color rgb <1, 1, 1>}
> > finish {ambient .8 diffuse .6}
> > }
> > }
> > cylinder { <0,0,1>, <0,0,0>, 1
> > scale <0.4, 0.4, 0.5>
> > texture { T_Brass_1A }
> > translate 1.5*z
> > }
> > //rotate -90*x
> > scale 2
> > }
> > #declare beam=
> > union{
> > light_source { <0, .1, 0> color rgb<1, 1, 1>*4
> > spotlight
> > point_at <0, 10, 0>
> > radius 1
> > falloff 8
> > media_attenuation on
> > looks_like {Lightbulb}
> > }
> > cone {<0,0,0>, 0, <0,1000,0>, 360 open hollow interior {media
> > {
> > intervals 43
> > absorption .01
> > scattering {1, rgb 0.02}
> > samples 1, 10
> > confidence 0.9999
> > variance 1/1000
> > ratio 0.9
> > }
> > }
> > pigment{Clear}
> > }
> > rotate <0,0,-93>
> > }
> >
> > #declare newBrickMidtone=colour rgb <0.60,0.60,0.60>
> > #declare newBrickHighlight=colour rgb <0.75,0.70,0.70>
> > #declare newBrickLowlight=colour rgb <0.35,0.35,0.35>
> > #include "bricks.inc" //Author: Jeff Lee
> >
> > #declare lighthouse=
> > union{
> > object { beam translate <12.1,110,0>}
> > cone {<0,0,0>, 20, <0,100,0>, 15 texture { T_newBrick scale
> > <1,2,18>}}
> > merge{
> > cylinder{ 100*y, 120*y, 12 texture {T_Glass3}}
> > difference {
> > sphere { 120*y, 12}
> > box { <-15,100,-15> <-15,120,-15>}
> > texture {T_Brass_3C}
> > }
> > }
> > }
> >
> > object {lighthouse translate <-200,0,0>}
> >
> > //end*******************************
> >
> > Darcy Johnston wrote:
> >
> > > Well, some time ago, I posted an image depicting my model of the
> > > Hatteras
> > > lighthouse. Here it is again in a scene.
> > >
> > > Please let me know what you think of it.
> > > Thanks,
> > > Darcy
> > > djo### [at] iname com NOSPAM
> > > http://www.geocities.com/SiliconValley/Sector/4317
> >
> >
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nope, just default type 1. I will experiment more with scattering types
and see what develops. Thanks for the insight, and about the tilt, it's an
illusion as can be seen from the source :), does look like leaning tower of
pizza though !:)!
Bob Hughes wrote:
> I see you're keeping the tilted lighthouse though ;)
> Spiders may be right, and maybe not. The beam crosses nearly
> perpendicular, I would suppose, to the observer due to the perspective
> camera angle. This would be seen as a much diminished beam at such a
> point. Are you using 'scattering' type 5? If not, you might want to try
> it out, and set 'eccentricity' to greater than 0.
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Yes, Darcy did create the original image, I hope this will clear that up.
Sorry Darcy if they thought it was my scene originally.
Ken wrote:
> Bob Hughes wrote:
> >
> > I see you're keeping the tilted lighthouse though ;)
> > Spiders may be right, and maybe not. The beam crosses nearly
> > perpendicular, I would suppose, to the observer due to the perspective
> > camera angle. This would be seen as a much diminished beam at such a
> > point. Are you using 'scattering' type 5? If not, you might want to try
> > it out, and set 'eccentricity' to greater than 0.
>
> The original lighthouse was posted by Darcy Johnston...
>
> The tilting you see is only an illusion created by it's proximity to
> the left side of the image demarcation line. The lighthouse wall has
> a tapered edge. The image edge is straight. If you concentrate your
> focus on the center of the screen instead of the lighthouse object you
> will percieve it as verticaly straight. If you concentrate your focus
> on the lighthouse object your eyes evaluate the angle of the lighthouse
> in relation to the image edge and you are tricked into thinking the
> lighthouse is tilted. Change your thinking, not the object, and you
> will find there is nothing wrong with it's orientation.
>
> Ken Tyler over and out.
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Yes, yes, I know it was originally Darcy who posted a lighthouse that
"appeared" tilted. Better keep those analytical mind gears greased or
there might be a grinding halt later. j/k
Ken, you sure seem to have something there about looking at the center
of the picture to make the lighthouse seem correct. In fact if I look
all the way from left to the right it changes the lean dramatically. Or
is that an illusion too? Oh yeah, of course, definition of illusion is
to appear differently than actually is.
Mark, about Netscape (using Communicator 4.5 here) and turning off html
posting, think you just go to Edit/Preferences then
Mail&Newsgroups/Formatting and click the radio button next to "Use the
plain text editor to compose messages" under the Message Formatting. May
be similar if other version too.
And adding an image to a posting is done with File/Attach/File... in the
menu or Attach button on toolbar of , once again, Communicator. Don't
suppose you are actually reading and posting directly from Netscape
alone anyway, or are you?
But then, if I get here through the news://news.povray.org/ url and try
to post a message I get Communicator again here, which then uses the
same procedure I just described above.
Mark Palmquist wrote:
>
> nope, just default type 1. I will experiment more with scattering types
> and see what develops. Thanks for the insight, and about the tilt, it's an
> illusion as can be seen from the source :), does look like leaning tower of
> pizza though !:)!
>
> Bob Hughes wrote:
>
> > I see you're keeping the tilted lighthouse though ;)
> > Spiders may be right, and maybe not. The beam crosses nearly
> > perpendicular, I would suppose, to the observer due to the perspective
> > camera angle. This would be seen as a much diminished beam at such a
> > point. Are you using 'scattering' type 5? If not, you might want to try
> > it out, and set 'eccentricity' to greater than 0.
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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Mark Palmquist wrote:
>
> Sorry about posting the image in the post, in netscape how to attach
> pictures?, not in the menus that I could find.
When in the composer window of netscape there is a
toolbar available with send, quote, address, ATTACH, etc...
Hit the attach button and a dialog will pop up asking if you want
to attach a file, address card, or a web page, Choose file and
a standard directory search dialog pops up. You need only
find your file and send the message. The program does the rest.
--
Ken Tyler
tyl### [at] pacbell net
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How to :
Edit->Preferences ->Mail&News->Formatting->
*Use plain text editor
*Convert into plain text
As for attachments, there is a button next to Adress and options, as
well as a tab beneath the address fields.
it can also be reached thru View-> *Attachments
//Spider
Mark Palmquist wrote:
>
> Sorry about posting the image in the post, in netscape how to attach
> pictures?, not in the menus that I could find.
>
> I agree, this was mostly an image for the 'beam' the lighthouse was for
> reference only.
>
> Spider wrote:
>
> > Very nice image, and I agree with you on the light, but I'd make it go
> > even further out, since it is not a very good comparison wiht the
> > lighthouse and the length of the beam..
> >
> > Can you please post with all images as attachments, and with only plain
> > text when you send ?
> > There has been much argumants about this erlier, and several of the
> > people on the newsgroup has readers that don't support html, or pay by
> > the minute, and therefore is put at an disadvangtage when you post like
> > this..
> >
> > //Spider
> >
> > Mark Palmquist wrote:
> > >
> > > I was inspired by your post to start playing with media, I came up
> > > with the following scene (very sparce) with what I think the beam
> > > should look like.
> > >
> > > Would anyone like to comment on the beam effect? any ideas are
> > > welcome.
> > >
> > > [Image]
> > >
> > > the source:
> > >
> > > //begin*******************************
> > >
> > > // Persistence of Vision Ray Tracer Scene Description File
> > > // File: lighthouse.pov
> > > // Vers: 3.1
> > > // Desc: spotlight/media interaction test
> > > // Date: 02/07/99
> > > // Auth: Mark Palmquist
> > > // uses bricks.inc by Jeff Lee
> > > //
> > > #include "colors.inc"
> > > #include "metals.inc"
> > > #include "glass.inc"
> > >
> > >
> > > camera {location < 0, 16, -600>
> > > right 4/3*x
> > > up y
> > > direction z
> > > angle 65
> > > look_at <0, 105, 0>
> > > }
> > >
> > > light_source { <150, 500, 500>
> > > color rgb 2
> > > media_interaction off
> > > //shadowless
> > > }
> > >
> > > #declare Lightbulb = union {
> > > merge {
> > > sphere { <0,0,0>,1 }
> > > cylinder { <0,0,1>, <0,0,0>, 1
> > > scale <0.35, 0.35, 1.0>
> > > translate 0.5*z
> > > }
> > > texture {
> > > pigment {color rgb <1, 1, 1>}
> > > finish {ambient .8 diffuse .6}
> > > }
> > > }
> > > cylinder { <0,0,1>, <0,0,0>, 1
> > > scale <0.4, 0.4, 0.5>
> > > texture { T_Brass_1A }
> > > translate 1.5*z
> > > }
> > > //rotate -90*x
> > > scale 2
> > > }
> > > #declare beam=
> > > union{
> > > light_source { <0, .1, 0> color rgb<1, 1, 1>*4
> > > spotlight
> > > point_at <0, 10, 0>
> > > radius 1
> > > falloff 8
> > > media_attenuation on
> > > looks_like {Lightbulb}
> > > }
> > > cone {<0,0,0>, 0, <0,1000,0>, 360 open hollow interior {media
> > > {
> > > intervals 43
> > > absorption .01
> > > scattering {1, rgb 0.02}
> > > samples 1, 10
> > > confidence 0.9999
> > > variance 1/1000
> > > ratio 0.9
> > > }
> > > }
> > > pigment{Clear}
> > > }
> > > rotate <0,0,-93>
> > > }
> > >
> > > #declare newBrickMidtone=colour rgb <0.60,0.60,0.60>
> > > #declare newBrickHighlight=colour rgb <0.75,0.70,0.70>
> > > #declare newBrickLowlight=colour rgb <0.35,0.35,0.35>
> > > #include "bricks.inc" //Author: Jeff Lee
> > >
> > > #declare lighthouse=
> > > union{
> > > object { beam translate <12.1,110,0>}
> > > cone {<0,0,0>, 20, <0,100,0>, 15 texture { T_newBrick scale
> > > <1,2,18>}}
> > > merge{
> > > cylinder{ 100*y, 120*y, 12 texture {T_Glass3}}
> > > difference {
> > > sphere { 120*y, 12}
> > > box { <-15,100,-15> <-15,120,-15>}
> > > texture {T_Brass_3C}
> > > }
> > > }
> > > }
> > >
> > > object {lighthouse translate <-200,0,0>}
> > >
> > > //end*******************************
> > >
> > > Darcy Johnston wrote:
> > >
> > > > Well, some time ago, I posted an image depicting my model of the
> > > > Hatteras
> > > > lighthouse. Here it is again in a scene.
> > > >
> > > > Please let me know what you think of it.
> > > > Thanks,
> > > > Darcy
> > > > djo### [at] iname com NOSPAM
> > > > http://www.geocities.com/SiliconValley/Sector/4317
> > >
> > >
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Spiders are always right, they are insects!
//Spider
Bob Hughes wrote:
>
> I see you're keeping the tilted lighthouse though ;)
> Spiders may be right, and maybe not. The beam crosses nearly
> perpendicular, I would suppose, to the observer due to the perspective
> camera angle. This would be seen as a much diminished beam at such a
> point. Are you using 'scattering' type 5? If not, you might want to try
> it out, and set 'eccentricity' to greater than 0.
>
> Mark Palmquist wrote:
> >
> > I was inspired by your post to start playing with media, I came up
> > with the following scene (very sparce) with what I think the beam
> > should look like.
> >
> > Would anyone like to comment on the beam effect? any ideas are
> > welcome.
> >
> > [Image]
> >
> > the source:
> >
> > //begin*******************************
> >
> > // Persistence of Vision Ray Tracer Scene Description File
> > // File: lighthouse.pov
> > // Vers: 3.1
> > // Desc: spotlight/media interaction test
> > // Date: 02/07/99
> > // Auth: Mark Palmquist
> > // uses bricks.inc by Jeff Lee
> > //
> > #include "colors.inc"
> > #include "metals.inc"
> > #include "glass.inc"
> >
> >
> > camera {location < 0, 16, -600>
> > right 4/3*x
> > up y
> > direction z
> > angle 65
> > look_at <0, 105, 0>
> > }
> >
> > light_source { <150, 500, 500>
> > color rgb 2
> > media_interaction off
> > //shadowless
> > }
> >
> > #declare Lightbulb = union {
> > merge {
> > sphere { <0,0,0>,1 }
> > cylinder { <0,0,1>, <0,0,0>, 1
> > scale <0.35, 0.35, 1.0>
> > translate 0.5*z
> > }
> > texture {
> > pigment {color rgb <1, 1, 1>}
> > finish {ambient .8 diffuse .6}
> > }
> > }
> > cylinder { <0,0,1>, <0,0,0>, 1
> > scale <0.4, 0.4, 0.5>
> > texture { T_Brass_1A }
> > translate 1.5*z
> > }
> > //rotate -90*x
> > scale 2
> > }
> > #declare beam=
> > union{
> > light_source { <0, .1, 0> color rgb<1, 1, 1>*4
> > spotlight
> > point_at <0, 10, 0>
> > radius 1
> > falloff 8
> > media_attenuation on
> > looks_like {Lightbulb}
> > }
> > cone {<0,0,0>, 0, <0,1000,0>, 360 open hollow interior {media
> > {
> > intervals 43
> > absorption .01
> > scattering {1, rgb 0.02}
> > samples 1, 10
> > confidence 0.9999
> > variance 1/1000
> > ratio 0.9
> > }
> > }
> > pigment{Clear}
> > }
> > rotate <0,0,-93>
> > }
> >
> > #declare newBrickMidtone=colour rgb <0.60,0.60,0.60>
> > #declare newBrickHighlight=colour rgb <0.75,0.70,0.70>
> > #declare newBrickLowlight=colour rgb <0.35,0.35,0.35>
> > #include "bricks.inc" //Author: Jeff Lee
> >
> > #declare lighthouse=
> > union{
> > object { beam translate <12.1,110,0>}
> > cone {<0,0,0>, 20, <0,100,0>, 15 texture { T_newBrick scale
> > <1,2,18>}}
> > merge{
> > cylinder{ 100*y, 120*y, 12 texture {T_Glass3}}
> > difference {
> > sphere { 120*y, 12}
> > box { <-15,100,-15> <-15,120,-15>}
> > texture {T_Brass_3C}
> > }
> > }
> > }
> >
> > object {lighthouse translate <-200,0,0>}
> >
> > //end*******************************
> >
> > Darcy Johnston wrote:
> >
> > > Well, some time ago, I posted an image depicting my model of the
> > > Hatteras
> > > lighthouse. Here it is again in a scene.
> > >
> > > Please let me know what you think of it.
> > > Thanks,
> > > Darcy
> > > djo### [at] iname com NOSPAM
> > > http://www.geocities.com/SiliconValley/Sector/4317
> >
> >
>
> --
> omniVERSE: beyond the universe
> http://members.aol.com/inversez/POVring.htm
> =Bob
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Spider wrote:
>
> Spiders are always right, they are insects!
Spiders are not insects !
Well maybe the Spider that hangs out around here is an
insect but real spiders are not.
Spiders are arachnids. There is a fundamental difference
the most recognizable of which being the number of legs.
Insects can be identified by having six legs and the spider
with eight. There are other differences like mandibular
construction and specialize silk glands but they are not as
easily identifiable.
--
Ken Tyler
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I bow to your great wisdom, Ken.
Sorry, but I should have said, netweavers .-)
But, you are right, there are sipders that don't weave as well..
//Spider
Ken wrote:
>
> Spider wrote:
> >
> > Spiders are always right, they are insects!
>
> Spiders are not insects !
>
> Well maybe the Spider that hangs out around here is an
> insect but real spiders are not.
>
> Spiders are arachnids. There is a fundamental difference
> the most recognizable of which being the number of legs.
> Insects can be identified by having six legs and the spider
> with eight. There are other differences like mandibular
> construction and specialize silk glands but they are not as
> easily identifiable.
>
> --
> Ken Tyler
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Mark Palmquist wrote in message <36BE9295.A319DC04@earthlink.net>...
>Yes, Darcy did create the original image, I hope this will clear that up.
>
>Sorry Darcy if they thought it was my scene originally.
Not a problem. I'd also like to thank you for offering your code to help
with the light problem I was having. Thing have been hectic around here
lately and I haven't had a chance to really try and fix the scene. With your
help, I'm sure to have it licked much sooner.
Thanks again to everyone,
Darcy
djo### [at] iname com NOSPAM
http://www.geocities.com/SiliconValley/Sector/4317
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Thank's everyone, had the toolbar hidden, now has paperclip icon, DOH :)
Ken wrote:
> Mark Palmquist wrote:
> >
> > Sorry about posting the image in the post, in netscape how to attach
> > pictures?, not in the menus that I could find.
>
> When in the composer window of netscape there is a
> toolbar available with send, quote, address, ATTACH, etc...
>
> Hit the attach button and a dialog will pop up asking if you want
> to attach a file, address card, or a web page, Choose file and
> a standard directory search dialog pops up. You need only
> find your file and send the message. The program does the rest.
>
> --
> Ken Tyler
>
> tyl### [at] pacbell net
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Whoa! A lighthouse! I've been working on one also... check it out..
Post a reply to this message
Attachments:
Download 'scene.jpg' (63 KB)
Preview of image 'scene.jpg'

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The perspective camera causes a lot of distortion, had you thought about
using a smaller 'angle' or larger 'direction' coupled with a more
distant camera? The beam appears too dense at the brightest point, to me
anyway.
Good looking image though. Yours is showing more visible scenery than
the other two lighthouses posted here so far and the model looks good
but Darcy's wins my vote for the texturing award.
JM wrote:
>
> Whoa! A lighthouse! I've been working on one also... check it out..
>
> ------------------------------------------------------------------------
> [Image]
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
mailto:inv### [at] aol com?PoV
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Mark Palmquist wrote:
> Would anyone like to comment on the beam effect? any ideas are welcome.
I really like that, especially the way the beam disperses.
Worry about the allegedly leaning lighthouse and the overall
brightness (and, to add a little obligatory quibbling, the
rocks that the lighthouse should be sitting on) later. Nail
down that beam!
And if everybody else here hates it, give it to me.
--
Bob & Kelly Crispen
cri### [at] hiwaay net
Son, there's two things you've got to choose between: sex and the saw.
Sex, well, nobody knows anything about that. But the saw is family.
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JM wrote in message <36C38BB5.21454A09@diac.com>...
|Whoa! A lighthouse! I've been working on one also... check it out..
Just a question/observation... wouldn't the light beam be brighter closer to
the light source, then fade out with distance?
--
Lue Ebra
lue### [at] dal net sux muh-nutz org
www.electro-net.com/~lueebra
"Are they merchants or are they pirates?""They're Talas... there's no
difference."
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okay, I guess I should have just done the beam comming out of space. I was
trying to show the beam NOT anything else:).....
I know that there are MANY problems with the scene but this was a first
attempt at media, that part came out pretty good!.
Bob and Kelly Crispen wrote:
> Mark Palmquist wrote:
>
> > Would anyone like to comment on the beam effect? any ideas are welcome.
>
> I really like that, especially the way the beam disperses.
> Worry about the allegedly leaning lighthouse and the overall
> brightness (and, to add a little obligatory quibbling, the
> rocks that the lighthouse should be sitting on) later. Nail
> down that beam!
>
> And if everybody else here hates it, give it to me.
> --
> Bob & Kelly Crispen
> cri### [at] hiwaay net
> Son, there's two things you've got to choose between: sex and the saw.
> Sex, well, nobody knows anything about that. But the saw is family.
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Well, here's a new (and hopefully improved) version of my lighthouse image.
The light beam has bene fixed, or at least in the sense that the beam is
brighter at the beginning and then dissapates. Thanks for Mark Palmquist for
ideas on how to get that done properly. Let me know of any other major
problems you see with this new version. I still need to add rocks to the
beach line, but with things being as they are, I never found much time to
work on this image for quite a while. But since my main concern was with the
beam, I spent what little time I had working on that first.
Thanks again to everyone,
Darcy
djo### [at] iname com NOSPAM
http://www.geocities.com/SiliconValley/Sector/4317
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Let's try that again and this time I'll even send the image. :)
Post a reply to this message
Attachments:
Download 'land.jpg' (30 KB)
Preview of image 'land.jpg'

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Darcy Johnston wrote:
>
> Let's try that again and this time I'll even send the image. :)
>
> [Image]
I'm convinced !
Much better without the stars showing brightly through the beam.
--
Ken Tyler
mailto://tylereng@pacbell.net
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I love everything about it....except for the light. It looks to pointy
where it comes out of the lighthouse.
seems to me that it ought to be wider there, I dunno. Also, I don't
mean to nitpick, but here's something I think might look neat: Instead
of having the beam shoot out straight accross the screen, IMHO you might
try having it pointed out more towards the center of the image, out to
sea, angled down slightly? Or that might just look stupid.... Anyway,
that's my 2 cents. :-)
Kyle
Darcy Johnston wrote:
>
> Let's try that again and this time I'll even send the image. :)
>
> [Image]
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Darcy Johnston wrote:
>
> Let's try that again and this time I'll even send the image. :)
>
Much much better. Now everything is brighter and I can see the horizon
in the back and ... oh ... some waves show over it.
I guess that from this point of view the horizon should be still a line.
This is a problem with heightfields. To solve this I use a plane under
the heightfield that stretches further where the hf ends so you get a
cleaner horizon.
OTOH you could just flatten the waves out at the border so it doesn't
look so drastic.
This pic is getting more and more atmosphere from posting to posting.
Makes me want to go back to the sea!
Marc
--
Marc Schimmler
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Darcy, looking a lot better, I think that the beam should point a little
bit down twards the horizon, I used rotate <0,0,93> (mine was designed
pointing up) to line up 3 degrees below horisontal. It looked 'right'
to me. Kyle's suggestion to widen the origin point of the light may
help.
Keep it going.
Darcy Johnston wrote:
> Let's try that again and this time I'll even send the image. :)
>
> [Image]
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Nice Darcy.
The "waves at the horizon" comment made earlier would be a matter of
artistic expression I think. But that beam definately is in need of
widening at the exit point of the lighthouse windows. Also a good
glowing object inside for the lens/source. Seeing that you have to go
through a framework in the windows an area_light will then be neccessary
too. If you can move that spotlight to the far side and manage it that
way it would rid that invisible point look it has.
Could be tricky if you try that, seeing it will be going through the
glass (very transparent, little filter color a must) of both window and
lens object.
Well, it's only suggestions.
Darcy Johnston wrote:
>
> Let's try that again and this time I'll even send the image. :)
>
> [Image]
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
mailto:inv### [at] aol com?PoV
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