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This pic is of a lamp my wife is making so I thought I would render it. I'm
using a bicubic_patch light bulb (working on a CSG bulb to take it's place)
that I think is giving me the blotches on the floor and wall along with the
wrinkle normal on the shade. That is not what is bothering me but the shade
is. How can I make the shade light up? I was thinking of an emitting media
do you think that would help(the shade is CSG boxes)?
I like the texture of the shade but want it lit up more. I have tried
raising ambient and transmit values but no luck there. The bulb is a glass
texture with a glow_light source inside with a point_light at the same
point.
Radiosity also fills the room. Any ideas ?
Thanks,
Buke
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Attachments:
Download 'lamp1a.jpg' (11 KB)
Preview of image 'lamp1a.jpg'
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BTW the Shade Tex is ......
#declare Shade_Tex =
material // Shade_Tex
texture
pigment
{
color rgbft <0.878431, 0.705882, 0.172549, 0.316667, 0.1725>
}
normal
{
wrinkles , 3.0
bump_size 6.0
turbulence 0.75
octaves 3
lambda 6.0
frequency 10.0
phase 6.0
scallop_wave
}
finish
{
ambient .75
crand 0.071933
}
scale <0.5, 0.5, 0.75>
rotate <-37.0, -22.0, -10.0>
translate <5.0, 0.75, 0.3>
}
}
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"buke9" <buk### [at] igloucom> wrote:
> Any ideas ?
One possibility is to use the "double_illuminate" keyword in MegaPOV; for
this to work the lamp shade should usually have a single surface (i.e. no
interior volume in the shade object).
The other possibility is to use scattering media in the lamp shade object.
For this to work, the lamp shade *must* have an interior volume (it can't be
an infinitely thin shell). This can be fairly slow, and difficult to get
right, but gives the most realistic effect IMO.
An example scene demonstrating the second method can be seen in a post of
mine in povray.binaries.scene-files, dated 25 Apr 2000 and titled "Lamp
shade source"
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
Home page http://www.hot.ee/margusrt
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