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From: Josh English
Subject: Re: part II: ?: real area lights [18.4kb]
Date: 10 Dec 2001 11:43:46
Message: <3C14E640.240CEB69@spiritone.com>
With the columns in the scene you may find that the mulitple light
system will work. I'm assuming you want to see areas of light coming
from the right side perpindicular to the columns. I would try adding
lights along the cylinder in the white spaces.

This second image looks really cool.

Josh English
eng### [at] spiritonecom

marabou wrote:
> 
> the best result is this.
> i used radiosity, ambient and area_light.
> but it does not look realistic.
> 
>   ------------------------------------------------------------------------
>                Name: aaa2.jpg
>    aaa2.jpg    Type: JPEG Image (image/jpeg)
>            Encoding: base64


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From: marabou
Subject: Re: part II: ?: real area lights [18.4kb]
Date: 10 Dec 2001 11:54:40
Message: <3c14e8cf@news.povray.org>
Josh English wrote:

> With the columns in the scene you may find that the mulitple light
> system will work. I'm assuming you want to see areas of light coming
> from the right side perpindicular to the columns. I would try adding
> lights along the cylinder in the white spaces.
> 

you are right.
the light should come through the pillars like the ceiling light in the 
room of the red chair on this website:

http://www.cs.uwa.edu.au/undergraduate/units/233.413/Handouts/Lecture19.html

regular flooding light.


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From: Josh English
Subject: Re: part II: ?: real area lights [18.4kb]
Date: 10 Dec 2001 13:24:06
Message: <3C14FDC3.9CF08E64@spiritone.com>
marabou wrote:
> 
> Josh English wrote:
> 
> > With the columns in the scene you may find that the mulitple light
> > system will work. I'm assuming you want to see areas of light coming
> > from the right side perpindicular to the columns. I would try adding
> > lights along the cylinder in the white spaces.
> >
> 
> you are right.
> the light should come through the pillars like the ceiling light in the
> room of the red chair on this website:
> 
> http://www.cs.uwa.edu.au/undergraduate/units/233.413/Handouts/Lecture19.html
> 
> regular flooding light.

The ceiling light could be done by a plane, or a box that is so large is
is effectivly a plane. Your image might do what you want if you make the
right wall the ambient light_source. You would have to move the camera
so that the wall doesn't appear in the shot, however.

Josh


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From: Tony[B]
Subject: Re: part II: ?: real area lights [18.4kb]
Date: 10 Dec 2001 13:31:26
Message: <3c14ff7e@news.povray.org>
I concur.


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From: bob h
Subject: Re: part II: ?: real area lights [18.4kb]
Date: 10 Dec 2001 14:46:21
Message: <3c15110d@news.povray.org>
Looks to me like there is no 'jitter' keyword in the area light.  Might try
'orient' too if you haven't already.
--
text{ttf"arial","bob h",.1,0pigment{rgb 9}translate<-1,-.2,3>}


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From: Jamie Davison
Subject: Re: ?: real area lights [20.6kb] - light_area_test.jpg [1/1]
Date: 10 Dec 2001 15:16:26
Message: <MPG.167f28b51978b2d9989a75@news.povray.org>
> the attachment shows my problem. i need a light which has a big volume in a 
> closed room, but it can be realized neither with many point-lights 
> (rendertime) nor with area-lights. which are my keywords i have to search 
> for (me: non-english) or does anybody know a solution?

Is this anything like you were after?  340 point light sources inside a 
no_shadow box with an anmbient 1 white texture.

Render time 14 minutes 44 seconds in the P3 Optimised unofficial version 
of POV 3.1g on my Athlon 1.33Ghz machine.

The whole thing took about half an hour all told to put together and 
render in Moray, and if you have a copy of Moray, I can email you the 
.mdl file.

Personally I quite like the intereference opatterns, even though they're 
not true interference patterns (No dark spots)

Bye for now,
     Jamie.


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Attachments:
Download 'light_area_test.jpg' (29 KB)

Preview of image 'light_area_test.jpg'
light_area_test.jpg


 

From: marabou
Subject: Re: ?: real area lights [20.6kb] - light_area_test.jpg [1/1]
Date: 10 Dec 2001 19:11:41
Message: <3c154f3d@news.povray.org>
that is the thing i looked for. did you use fade-effect?
BTW: can not read .mdl files.


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From: marabou
Subject: final solution [59.6kb]
Date: 10 Dec 2001 19:25:15
Message: <3c15525f@news.povray.org>
now i have put together ALL hints and tips. except the volume body i 
implemented everything. the result is the following image. 
comments and everything for better changes are welcome.


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Attachments:
Download 'pillar_wip.jpg' (60 KB)

Preview of image 'pillar_wip.jpg'
pillar_wip.jpg


 

From: TinCanMan
Subject: Re: final solution [59.6kb]
Date: 10 Dec 2001 19:30:01
Message: <3c155389$1@news.povray.org>
"marabou" <not### [at] availableyet> wrote in message
news:3c15525f@news.povray.org...
>
> now i have put together ALL hints and tips. except the volume body i
> implemented everything. the result is the following image.
> comments and everything for better changes are welcome.
>

Um... if you used radiosity I would bet dollars to donuts it wasn't rendered
with v3.1

Looks pretty good though.

-tgq


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From: marabou
Subject: Re: final solution [59.6kb]
Date: 10 Dec 2001 20:00:22
Message: <3c155aa6@news.povray.org>
TinCanMan wrote:

...
> 
> Um... if you used radiosity I would bet dollars to donuts it wasn't
> rendered with v3.1
> 
> Looks pretty good though.
> 
> -tgq

i do not know the term. do i get donuts or do i get dollars? ;-)


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