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17 Aug 2024 20:20:52 EDT (-0400)
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From: Rune
Subject: Re: Another shadow line problem
Date: 18 Sep 2001 16:34:16
Message: <3ba7afc8@news.povray.org>
"Warp" wrote:
>   This is what I get if I apply finish { phong 1 } to the sphere:

This is inconclusive I think. Could you provide the source?

Rune
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From: 25ct
Subject: Re: Another shadow line problem
Date: 18 Sep 2001 16:47:55
Message: <3ba7b2fb@news.povray.org>
"Nathan Kopp" <nat### [at] koppcom> wrote in message
news:3ba683ef$1@news.povray.org...
>
> "Warp" <war### [at] tagpovrayorg> wrote...
> >   When testing my glow macro I found another shadow line problem caused
by
> >   Note that making the light sources area light doesn't smooth the
shadow
> > line, and this is a true deficiency in povray. Povray performs area
light
> > calculations for shadow testing, but not for normal-is-away-from-light
> tests.
>
> From section 6.5.7.5 of the POV 3.5 docs:
> "Rather than performing the complex calculations that would be required to
> model a true area light, it is approximated as an array of point light
> sources spread out over the area occupied by the light. The array-effect
> applies to shadows only. The object's illumination is still that of a
point
> source."
>
> Maybe somebody will code area-light highlights for POV 4 sometime in the
> future.

   Ooooh!  PoV 4. Can't wait...   :o)

     ~Steve~  ;)





>
> -Nathan
>
>
>


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From: nospam
Subject: Re: Another shadow line problem
Date: 20 Sep 2001 22:09:33
Message: <3ba93f85.3507394@localhost>
That's a *really* nice picture, even with the artifacts.


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From: Mahalis
Subject: Re: Another shadow line problem
Date: 21 Sep 2001 18:19:22
Message: <3babbcea$1@news.povray.org>
Glow macro? Please tell me it's for regular POV and not Megapov...

"Warp" <war### [at] tagpovrayorg> wrote in message
news:3ba61bf2@news.povray.org...
>   When testing my glow macro I found another shadow line problem caused by
> the lighting model used in POV-Ray. This image illustrates the artifact:
>
>


----------------------------------------------------------------------------
----


>
>   I know why this happens, but I'm not sure how well it simulates reality.
> It is *NOT* a bug in povray; the lighting model just works this way.
>
>   The normal vector of the surface points away from the light source at
the
> shadowed area and thus the light source has no effect in that part.
>   This works well for diffuse lighting. However, as can be seen from the
> image, it gives an odd result with specular lighting.
>   I don't know how a real-life sphere would be illuminated in this case.
> Would there be a sharp shadow line or not?
>
>   Note that making the light sources area light doesn't smooth the shadow
> line, and this is a true deficiency in povray. Povray performs area light
> calculations for shadow testing, but not for normal-is-away-from-light
tests.
>
>   Adding "no_shadow double_illuminate" to the sphere gives a result which
> at first glance looks good, but is not physically correct (and if we move
> the camera away we would see that the "dark side" of the sphere is
illumiated
> by the light sources, which is obviously wrong):
>
>


----------------------------------------------------------------------------
----


>
>   This is the source code:
>
> ----------8<----------8<----------8<----------8<----------8<----------
> #macro Glow(GlowColor, Scale)
>   sphere
>   { 0, 1 hollow no_shadow
>     pigment { rgbt 1 }
>     interior
>     { media
>       { emission 1/Scale
>         density
>         { spherical density_map
>           { [0 rgb 0][.5 rgb GlowColor*.5][1 rgb 1]
>           }
>         }
>         samples 1,1 intervals 1 confidence .1 // quite fast settings
>         method 3
>       }
>     }
>     scale Scale
>   }
> #end
>
> camera { location -z*10 look_at 0 angle 35 }
> sphere { -y*10,10 pigment { rgb 1 } finish { specular 1 } }
>
> light_source
> { <-1.5,1,0>, <1,.5,0>
>   looks_like { Glow(<1,.5,0>, .5) }
> }
> light_source
> { <2,.5,0>, <0,.5,1>
>   looks_like { Glow(<0,.5,1>, 1) }
> }
> ----------8<----------8<----------8<----------8<----------8<----------
>
> --
> #macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
> rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
> ],13),8)-3,10>#end blob{N(array[6]{11117333955,
> 7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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