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From: Nekar Xenos
Subject: Re: part II: ?: real area lights [18.4kb]
Date: 10 Dec 2001 10:15:05
Message: <3c14d179@news.povray.org>
"marabou" <not### [at] availableyet> wrote in message news:3c14ccdd@news.povray.org...
>
> the best result is this.
> i used radiosity, ambient and area_light.
> but it does not look realistic.

Maybe you could try taking away the lights completely and just using high
ambient values and radiosity.

--
- Nekar

http://nekar_xenos.tripod.com/metanoia/



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From: marabou
Subject: Re: part II: ?: real area lights [18.4kb]
Date: 10 Dec 2001 10:20:31
Message: <3c14d2be@news.povray.org>
Nekar Xenos wrote:
...
> Maybe you could try taking away the lights completely and just using high
> ambient values and radiosity.
> 
> --
> - Nekar

i tried it yet. but you can only see the lightning of the lamp, no shadows.


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From: Bill DeWitt
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 10:23:49
Message: <3c14d385$1@news.povray.org>
"marabou" <not### [at] availableyet> wrote in message
news:3c14c918@news.povray.org...
> Bill DeWitt wrote:
>
> >
> > "marabou" <not### [at] availableyet> wrote in message
> > news:3c14aac2@news.povray.org...
> >> as i know radiosity affects the whole scene. i need a light source (the
> >> white long thing on the right side).
> >> >
> >> > All I can think of is radiosity, might be hard to get quality results
> >> > though.
> >
> >     If you put a white object where you want your light source, you can
> >     make
> > radiosity treat it like a light source. You will see illumination from
it.
>
>
> you mean if i put ambient light into finish?

    Into the finish of the white object, yes. And with a high value for
white of it is any distance away. People who use it more can probably tell
you more about making it look good.

    Here is what I used for my test before telling you that it would work.

cylinder {
  -3*z,  3*z,  .5

  pigment { rgb 48 }
  finish  { ambient 1 }
  translate < 3.0, 5.0, 0.0 >
}


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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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