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I'm trying to get the light cover to look realistic, but in order to make
the room bright enough I have to make the lamp shade look too bright. The
texture I'm using is:
#declare R_LIGHT_T = texture {
pigment { color rgbft <0.9, 1.0, 0.9, 10, 1>*0.25 }
finish {
diffuse 0.1
specular 0.8
roughness 0.9
reflection 0.85
}
}
Any help?
Post a reply to this message
Attachments:
Download 'room_bi4.jpg' (19 KB)
Preview of image 'room_bi4.jpg'
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cadman wrote:
You might try using looks_like along with the lamp shade. An example of
it's usage I copy and pasted here would be -
#declare Lightbulb =
union{
merge{
sphere{<0,0,0>,1}
cylinder{<0,0,1>,<0,0,0>,1 scale<.35,0.35,1>translate .5*z}
texture{pigment{rgb<1,1,1>}finish{ambient .8 diffuse .6}}}
cylinder{<0,0,1>,<0,0,0>,1 scale<.4,.4,.5>texture{Brass_Texture}
translate 1.5*z}rotate -90*x scale .5}
light_source{<0,0,0>rgb 1 looks_like{Lightbulb}}
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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the lamp shde is not what caught my attention, ehat are those two 'ghostly'
shodows on either side of the room (with the curved tops)?
Rick
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Your filter value is so high (2.5) it tends to over-saturate the pigment,
although with it darker like it is the color isn't allowing light through well.
If you use this in the way Ken has shown then you will want to drop the filter
(and transmit) way down instead. It's a strange phenomenon but the pigment
needs to both show up and not be over saturated, especially when used around a
light source or there's no shadow (such as what 'looks_like' will cause).
Bob
"cadman" <NOS### [at] graffitinet> wrote in message
news:388f1010@news.povray.org...
| I'm trying to get the light cover to look realistic, but in order to make
| the room bright enough I have to make the lamp shade look too bright. The
| texture I'm using is:
|
| #declare R_LIGHT_T = texture {
| pigment { color rgbft <0.9, 1.0, 0.9, 10, 1>*0.25 }
| finish {
| diffuse 0.1
| specular 0.8
| roughness 0.9
| reflection 0.85
| }
| }
|
| Any help?
|
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|
Post a reply to this message
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Good question. I'm thinking they come from the little knob on the bottom of
the glass?
Rick [Kitty5] <pov### [at] dialpipexcom> wrote in message
news:388f1cbc@news.povray.org...
> the lamp shde is not what caught my attention, ehat are those two
'ghostly'
> shodows on either side of the room (with the curved tops)?
>
> Rick
>
>
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cadman wrote:
> I'm trying to get the light cover to look realistic, but in order to make
> the room bright enough I have to make the lamp shade look too bright. The
> texture I'm using is:
>
> #declare R_LIGHT_T = texture {
> pigment { color rgbft <0.9, 1.0, 0.9, 10, 1>*0.25 }
> finish {
> diffuse 0.1
> specular 0.8
> roughness 0.9
> reflection 0.85
> }
> }
>
> Any help?
>
> [Image]
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cadman schrieb:
>
> I'm trying to get the light cover to look realistic, but in order to make
> the room bright enough I have to make the lamp shade look too bright. The
You can brighten the room by increasing the ambient value in the
textures of your objects in the scene or just by increasing the global
value for ambient light.
Karl
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I hope you found a solution to your problem.
What struck me was the darkness of the
ceiling.
Other than that I like the image and it's
overall greenness.
Peter Warren
war### [at] hotmailcom
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In article <38914c45@news.povray.org>, "Peter Warren" <int### [at] halcyoncom> wrote:
> I hope you found a solution to your problem.
>What struck me was the darkness of the
>ceiling.
I think the only reality solution would be rad., but a low intensity
(non-shadow) fill light might do the trick.
PHIL
---------------------------------------------------
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Thanks. The ceiling pigment is White, diffuse 0.3, but the lights are too
close. I'm going to try radiosity, for realism, but maybe a fill light as a
last resort.
Philip Bartol <phi### [at] cleanwebnet> wrote in message
news:38923577@news.povray.org...
> In article <38914c45@news.povray.org>, "Peter Warren"
<int### [at] halcyoncom> wrote:
> > I hope you found a solution to your problem.
> >What struck me was the darkness of the
> >ceiling.
>
> I think the only reality solution would be rad., but a low intensity
> (non-shadow) fill light might do the trick.
>
> PHIL
>
> ---------------------------------------------------
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