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Lewis wrote:
> I've rendered a better version for my lab report. Just thought it
> *might* slightly interest someone out there.
>
> I just want to point out that in my experiment, twisting the half-circle
> lens 30 degrees would cause the light beam to bend 20 degrees. So I
> tried it in the scene and it worked. The dark sphere is 0 degrees, and
> every other sphere is 10 degrees more off.
Cool.
But make the beam red, so that it will look like a laser (thus, not
raising the question about color splitting).
Best,
S.
>
>
> --------------------------------------------------------------------------------
> [Image]
--
----------------------------------------------------------
Steven Pigeon Ph. D. Student.
University of Montreal.
pig### [at] iroumontrealca Topics: data compression,
pig### [at] jspumontrealca signal processing,
ste### [at] researchattcom non stationnary signals
and wavelets.
----------------------------------------------------------
http://www.iro.umontreal.ca/~pigeon
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looking good. Hmm, colour spectrum seems perfect :-)
Lewis wrote:
>
> I've rendered a better version for my lab report. Just thought it
> *might* slightly interest someone out there.
>
> I just want to point out that in my experiment, twisting the half-circle
> lens 30 degrees would cause the light beam to bend 20 degrees. So I
> tried it in the scene and it worked. The dark sphere is 0 degrees, and
> every other sphere is 10 degrees more off.
>
> --------------------------------------------------------------------------------
> [Image]
--
//Spider
[ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
"Marian"
By: "Sisters Of Mercy"
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The light beam doesn t only "bend" of 20 degrees
but is also slightly reflected at 120 degrees ;)
-=Nicolas=-
Lewis <ble### [at] netvisionnetil> wrote in message
news:3714D243.D52EF724@netvision.net.il...
> I've rendered a better version for my lab report. Just thought it
> *might* slightly interest someone out there.
>
> I just want to point out that in my experiment, twisting the half-circle
> lens 30 degrees would cause the light beam to bend 20 degrees. So I
> tried it in the scene and it worked. The dark sphere is 0 degrees, and
> every other sphere is 10 degrees more off.
----------------------------------------------------------------------------
----
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It's NOT a laser. The cylinder on the left is a flash light, with a
piece of plastic blocking it. There is a thin, long, hole in the plastic
which allows a thin beam of *regular* light to go out.
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Lewis wrote:
>
> It's NOT a laser. The cylinder on the left is a flash light, with a
> piece of plastic blocking it. There is a thin, long, hole in the plastic
> which allows a thin beam of *regular* light to go out.
But such a beam would break up into different colours after leaving the
prism. The standard POV can't simulate that. By using a monochromatic
light source such as a laser this wouldn't happen (and the output of POV
would be correct! :-) ).
Marc
--
Marc Schimmler
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I handed in the lab report today, but I would like to know how to
specify a spectrum for the light source (in UVPOV)
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Lewis wrote:
>
> I handed in the lab report today, but I would like to know how to
> specify a spectrum for the light source (in UVPOV)
I guess not in UVPOV. Have a look at:
http://www.newcolor.com/darenw/dswpov/dswpov.html
Marc
--
Marc Schimmler
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On Thu, 15 Apr 1999 17:52:06 +0300, Lewis <ble### [at] netvisionnetil>
wrote:
>I handed in the lab report today, but I would like to know how to
>specify a spectrum for the light source (in UVPOV)
Here is a quote from a recent post by Nathan Kopp:
> I have implemented dispersion, but there's no default spectrum. If you
> creat your light source like this:
>
> light_source
> <10,10,10>
> color <1,1,1> // this will be replaced, but the parser is a hack right
> // now, so it is still required
> color_map{ // here you define your light's spectrum
> // this color_map acts like "average": the first value is
> // weight (intensity), the second is color
> [1, <.5,0,0>]
> [1, <.2,.2,0>]
> [1, <.3,.3,0>]
> [1, <0,.5,.5>]
> [1, <0,0,.5>]
> }
> }
>
> Notice, the color map entries added up to <1,1,1>. This spectrum will
> probably look bad (I made it up just now), but you get the idea.
Jerry Anning
clem "at" dhol "dot" com
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Jerry Anning wrote:
> On Thu, 15 Apr 1999 17:52:06 +0300, Lewis <ble### [at] netvisionnetil>
> wrote:
>
> >I handed in the lab report today, but I would like to know how to
> >specify a spectrum for the light source (in UVPOV)
>
> Here is a quote from a recent post by Nathan Kopp:
>
> > I have implemented dispersion, but there's no default spectrum. If you
> > creat your light source like this:
> >
> > light_source
> > <10,10,10>
> > color <1,1,1> // this will be replaced, but the parser is a hack right
> > // now, so it is still required
> > color_map{ // here you define your light's spectrum
> > // this color_map acts like "average": the first value is
> > // weight (intensity), the second is color
> > [1, <.5,0,0>]
> > [1, <.2,.2,0>]
> > [1, <.3,.3,0>]
> > [1, <0,.5,.5>]
> > [1, <0,0,.5>]
> > }
> > }
> >
> > Notice, the color map entries added up to <1,1,1>. This spectrum will
> > probably look bad (I made it up just now), but you get the idea.
>
> Jerry Anning
> clem "at" dhol "dot" com
Does this mean that UVPov can't actually simulate colour splitting. Instead you
have to fake it by defining the spectrum colours?
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Unfortunately, yes, I believe so. Same went for dispersion before it got
hard-coded into that custom compile of POV-Ray. You did the dispersion
about the same before then, by using texture averaging of the
refractions. Then POV-Ray code changed and it didn't work with 3.1
anymore until the dispersion patch.
Thomas Lake wrote:
>
> Jerry Anning wrote:
>
> > On Thu, 15 Apr 1999 17:52:06 +0300, Lewis <ble### [at] netvisionnetil>
> > wrote:
> >
> > >I handed in the lab report today, but I would like to know how to
> > >specify a spectrum for the light source (in UVPOV)
> >
> > Here is a quote from a recent post by Nathan Kopp:
> >
> > > I have implemented dispersion, but there's no default spectrum. If you
> > > creat your light source like this:
> > >
> > > light_source
> > > <10,10,10>
> > > color <1,1,1> // this will be replaced, but the parser is a hack right
> > > // now, so it is still required
> > > color_map{ // here you define your light's spectrum
> > > // this color_map acts like "average": the first value is
> > > // weight (intensity), the second is color
> > > [1, <.5,0,0>]
> > > [1, <.2,.2,0>]
> > > [1, <.3,.3,0>]
> > > [1, <0,.5,.5>]
> > > [1, <0,0,.5>]
> > > }
> > > }
> > >
> > > Notice, the color map entries added up to <1,1,1>. This spectrum will
> > > probably look bad (I made it up just now), but you get the idea.
> >
> > Jerry Anning
> > clem "at" dhol "dot" com
>
> Does this mean that UVPov can't actually simulate colour splitting. Instead you
> have to fake it by defining the spectrum colours?
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aolcom?Subject=PoV-News
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