POV-Ray : Newsgroups : povray.binaries.images : Help with light problem? Server Time
4 Nov 2024 17:38:18 EST (-0500)
  Help with light problem? (Message 1 to 9 of 9)  
From: CreeD
Subject: Help with light problem?
Date: 4 Sep 2000 12:49:01
Message: <01c01690$aa7b8fa0$ae1ba1d0@mk>
See attached pic.  Notice the superellipsoid doesn't show up?
How can I fix this without changing the lighting of the scene dramatically?
Code follows.

//
#version unofficial MegaPOV 0.5;

global_settings { assumed_gamma 2.2 radiosity {}
photons{count 40000    autostop 0    jitter .4}
 }
 

#include "colors.inc"
#include "textures.inc"
#include "woods.inc"
#include "metals.inc"
#include "stones.inc"
#include "glass.inc"

#declare A=<0,60,0>;
#declare B=<-50,50,-30>;
#declare Random=seed(tick_count)

camera { 
   location B
   look_at 
   <0,0,0>}
   
light_source {
<-50,51,-30> 
//notice the light is to the far left, but shows up the most on the right
side of the floor. 
color White*1.5
//area_light <-20,0,-20>,<20,0,20>,5,5
//photons { refraction on reflection on}
} 

#declare Row = union {

#declare Count = 0;
#while (Count < 10)

height_field{
 tga "HFTest" 
 translate -.5
 scale <10,.5,80>
 texture{

 //image_map {tga "HFTest"}
 T_Wood10 //turbulence .1
 translate Count*rand(Random)*4*<1,1,1>
 rotate z*rand(Random)*20
 normal {
 bump_map {tga "HFTest"}}
 finish{phong .3 phong_size 20}}
 translate -2.25*y translate z*80.3*Count
} 

#declare Count = Count + 1;
#end
}//end row union

#declare Planks1 = union {
#declare Count = 0;
#while (Count < 5)   
object {Row translate <20.1*Count,0,40>}
object {Row translate <10,0,0> translate <20.1*Count,0,0>} 
#declare Count = Count + 1;
#end
}//end Planks1 union

#declare Wall = 
height_field{
 tga "HFTest2" 
 translate -.5
 scale <500,.3,500>
 texture{
 pigment {White}
 }
 }

// and here's the problem piece .... why doesn't it show up?
superellipsoid {
<0,0> scale <1,3,100> translate <40,1,0>
texture {T_Wood1}
finish {phong 1 phong_size 300}
}

object {Planks1 translate <-50,0,-50>}
object {Wall rotate <0,0,90> translate <50,-30,50>}


Post a reply to this message


Attachments:
Download 'HFTest2.bmp.dat' (226 KB)

From: Christoph Hormann
Subject: Re: Help with light problem?
Date: 4 Sep 2000 13:24:08
Message: <39B3DAF5.EA69B3B9@schunter.etc.tu-bs.de>
CreeD wrote:
> 
[...]
> // and here's the problem piece .... why doesn't it show up?
> superellipsoid {
> <0,0> scale <1,3,100> translate <40,1,0>
> texture {T_Wood1}
> finish {phong 1 phong_size 300}
> }

I think the parameters of the superellipsoid must not be 0.

Christoph

--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/


Post a reply to this message

From: Sigmund Kyrre Aas
Subject: Re: Help with light problem?
Date: 4 Sep 2000 15:05:04
Message: <39B3F22C.31802C44@kyrre.net>
Don't mean to be bitchy, but it's a good idea to strip your code for all
unnecessary parts when you try to find what's wrong. If you still don't find
it, posting a minimum scene makes it easier for the people here to help you.
Also, jpg is preferred..

--
ICQ 74734588


Post a reply to this message

From: Chris Huff
Subject: Re: Help with light problem?
Date: 4 Sep 2000 15:52:03
Message: <chrishuff-1BBBCC.14534404092000@news.povray.org>
In article <01c01690$aa7b8fa0$ae1ba1d0@mk>, "CreeD" <meshe@nqi.net> 
wrote:

> See attached pic.  Notice the superellipsoid doesn't show up?
> How can I fix this without changing the lighting of the scene 
> dramatically?

As someone else mentioned, that is a lot of code to demonstrate a simple 
problem. You could have trimmed it down to a simple checkered plane and 
your superellipsoid.

As for your problem:
superellipsoid {<0, 0>

This may be a problem later. According to the POV-Ray documentation, 
"The roundedness value Round determines the roundedness of the edges and 
has to be greater than zero and smaller than one."
This isn't your real problem, though. The problem is here:

texture {T_Wood1}
finish {phong 1 phong_size 300} <---this makes a new texture layer!

I assume you tried to change the finish of the T_Wood1 texture, but what 
you really did was make a layered texture, putting a different finish on 
the second layer, which used the default texture for it's pigment and 
normal. Since the default pigment is opaque black, your superellipsoid's 
wood texture gets covered up with a black texture using the finish you 
specified.
To change the finish of the T_Wood1 texture, you need to put the new 
finish *inside* the texture block:
texture {T_Wood1
    finish {phong 1 phong_size 300}
}

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


Post a reply to this message

From: Christoph Hormann
Subject: Re: Help with light problem?
Date: 4 Sep 2000 16:27:42
Message: <39B405FB.668058E8@schunter.etc.tu-bs.de>
Chris Huff wrote:
> 
> As for your problem:
> superellipsoid {<0, 0>
> 
> This may be a problem later. According to the POV-Ray documentation,
> "The roundedness value Round determines the roundedness of the edges and
> has to be greater than zero and smaller than one."
> This isn't your real problem, though. The problem is here:
> 
> texture {T_Wood1}
> finish {phong 1 phong_size 300} <---this makes a new texture layer!
> 
> I assume you tried to change the finish of the T_Wood1 texture, but what
> you really did was make a layered texture, putting a different finish on
> the second layer, which used the default texture for it's pigment and
> normal. Since the default pigment is opaque black, your superellipsoid's
> wood texture gets covered up with a black texture using the finish you
> specified.
> To change the finish of the T_Wood1 texture, you need to put the new
> finish *inside* the texture block:
> texture {T_Wood1
>     finish {phong 1 phong_size 300}
> }
> 

I first thought you were right, but with

superellipsoid {
<0,0> 
scale <1,3,100> translate <40,1,0>
texture {T_Wood1 
    finish {phong 1 phong_size 300}      
}
} 

it stays black because of the the zero parameters.  It doesn't matter in the
end, because both things should be changed.

Christoph

--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/


Post a reply to this message

From: Rick [Kitty5]
Subject: Re: Help with light problem?
Date: 4 Sep 2000 17:16:27
Message: <39b4112b@news.povray.org>
that one heafty light problem.....

Rick


Post a reply to this message

From: Chris Huff
Subject: Re: Help with light problem?
Date: 4 Sep 2000 18:57:08
Message: <chrishuff-A39507.17584904092000@news.povray.org>
In article <01c01690$aa7b8fa0$ae1ba1d0@mk>, "CreeD" <meshe@nqi.net> 
wrote:

> See attached pic. 

Yes, I see it. One tiny bit at a time. :-)
Please don't post .bmp files, use JPEG files instead. I was able to get 
this 228K .bmp down to 9.1K with little noticeable degradation, and down 
to about 5K while still quite clearly showing your problem.

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


Post a reply to this message

From: CreeD
Subject: Re: Help with light problem?
Date: 9 Sep 2000 16:36:06
Message: <01c01a9e$526b69e0$371ba1d0@mk>
Sigmund Kyrre Aas <sig### [at] kyrrenet> wrote in article
<39B3F22C.31802C44@kyrre.net>...
> Don't mean to be bitchy, but it's a good idea to strip your code for all
> unnecessary parts when you try to find what's wrong. If you still don't
find
> it, posting a minimum scene makes it easier for the people here to help
you.
> Also, jpg is preferred..

I don't take it personally.
Believe it or not, that was sorta stripped down, but I guess I could have
gone further.


Post a reply to this message

From: CreeD
Subject: Re: Help with light problem?
Date: 9 Sep 2000 16:37:30
Message: <01c01a9e$850005a0$371ba1d0@mk>
> To change the finish of the T_Wood1 texture, you need to put the new 
> finish *inside* the texture block:
> texture {T_Wood1
>     finish {phong 1 phong_size 300}

all I can say is, 
"aaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhhhhhh."

Thank you.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.