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Hey all,
I'm working on a lamp that I saw in a waiting room the other day. The
problem is the lamp shade. It should be opaque in that you can't see thru
it but transparent in that it lets light out. Is such a thing possible? Is
this a job for media??? I'm clueless.
Eric
---------------
"A wise and frugal government, which shall restrain men from injuring one
another, which shall leave them otherwise free to regulate their own
pursuits of industry and improvement, and shall not take from the mouth of
labor the bread it has earned. This is the sum of good government."
- Thomas Jefferson
- First inaugural address, 1801
---------------
http://www.ametro.net/~ericfree
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Attachments:
Download 'lamp.jpg' (21 KB)
Preview of image 'lamp.jpg'
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You are reffering to translucency. This can only be achieved by using
blurred transparency available in... what a second... it isn't available...
oh, Chriiiis...!
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On Mon, 24 Jan 2000 12:56:26 -0500, "TonyB"
<ben### [at] panamaphoenixnet> wrote:
>You are reffering to translucency. This can only be achieved by using
>blurred transparency available in... what a second... it isn't available...
>oh, Chriiiis...!
Try double_illuminate and radiosity in MegaPOV.
Peter Popov
pet### [at] usanet
ICQ: 15002700
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> I'm working on a lamp that I saw in a waiting room the other day. The
> problem is the lamp shade. It should be opaque in that you can't see thru
> it but transparent in that it lets light out. Is such a thing possible? Is
> this a job for media??? I'm clueless.
no_shadow
Hurts, don't it?
-Mike
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On Mon, 24 Jan 2000 11:06:57 -0600, Eric Freeman wrote:
>Hey all,
>
>I'm working on a lamp that I saw in a waiting room the other day. The
>problem is the lamp shade. It should be opaque in that you can't see thru
>it but transparent in that it lets light out. Is such a thing possible? Is
>this a job for media??? I'm clueless.
As well as the other solutions others have offered, media might do the trick
if used (im)properly. Render this and see if it approximates the effect you're
looking for. In this case, it's not so much that the shade isn't translucent
as it is that the scattered light overwhelms anything you might see through
the shade. Real lampshades are like this, too, I think.
difference {
cone {0,1,y,.75}
cone {-.01*y,.95,1.01*y, .70}
hollow
texture {pigment {color rgbf <1,.9,.7,1>}}
interior {
media {
scattering {2,rgb <20,18,14>}
absorption 1
samples 10,20
}
}
}
torus { 1,.02 pigment {color rgb 0}}
torus { .75,.02 pigment {color rgb 0} translate y}
light_source { .5*y rgb 2*<1,.9,.6> }
plane {y,-1 pigment {color rgb 1}}
plane {-z,-1.01 pigment {color rgb 1}}
cylinder {-y,.2*y,.1 pigment {color red 1}}
camera { location .5*y-10*z look_at 0 }
--
These are my opinions. I do NOT speak for the POV-Team.
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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Yes, scattering media can do the job.
See also my post 'Translucency demonstration (97 K)' from 12.04.99
It's more realistic, but significantly slower than double_illuminate.
Margus
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In article <388c922b@news.povray.org>, "TonyB"
<ben### [at] panamaphoenixnet> wrote:
> You are reffering to translucency. This can only be achieved by using
> blurred transparency available in... what a second... it isn't
> available...
> oh, Chriiiis...!
Ok, ok. I will fix up a version using a more standard syntax than my
current patch and post the changed files...when I get the time. :-)
I will put this on my to-do list. I may not have time until the
weekends, though.
I have released a patch which implements it, but it is an older syntax
which I have thought of improvements for.
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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> In this case, it's not so much that the shade isn't translucent
> as it is that the scattered light overwhelms anything you might see through
> the shade. Real lampshades are like this, too, I think.
If you have something right up behind the shade you can see the outline. I think
that the light coming through is scattered so much that you can't tell where it's
coming from.
--
Homepage: http://www.faricy.net/~davidf/
___ ______________________________
| \ |_ <dav### [at] faricynet>
|_/avid |ontaine <ICQ 55354965>
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It seems a lot like blurred reflection; is it just as slow?
Chris Huff wrote:
> Ok, ok. I will fix up a version using a more standard syntax than my
> current patch and post the changed files...when I get the time. :-)
> I will put this on my to-do list. I may not have time until the
> weekends, though.
>
> I have released a patch which implements it, but it is an older syntax
> which I have thought of improvements for.
>
> --
> Chris Huff
> e-mail: chr### [at] yahoocom
> Web page: http://chrishuff.dhs.org/
--
Samuel Benge
E-Mail: STB### [at] aolcom
Visit the still unfinished isosurface tutorial:
http://members.aol.com/stbenge
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In article <388CFA43.D8586A75@aol.com>, "SamuelT." <STB### [at] aolcom>
wrote:
> It seems a lot like blurred reflection; is it just as slow?
Yes. I actually just copied over some of the blurred reflection code
into Refract() and made some very slight modifications, I didn't
actually write much.
I have gotten started on a new transparence patch, the syntax might
eventually be like this:
finish {
transparence {
transparence_blur AMOUNT
blur_samples SAMPLES
filter_pigment {PIGMENT}
transmit_pigment {PIGMENT}
}
}
I will release the code when I have the blur done, I will then make an
attempt at the filter_pigment and transmit_pigment. Those last two will
simply allow you to specify a color for the filter or transmit by using
a pigment. It might take a while, though, I have to re-learn much of the
lighting code, and account for dispersion, photons, etc.(it is based on
MegaPOV 0.3, and there are a lot of changes from the official version)
--
Chris Huff
e-mail: chr### [at] yahoocom
Web page: http://chrishuff.dhs.org/
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