POV-Ray : Newsgroups : povray.binaries.images : ?: real area lights [20.6kb] Server Time
18 Oct 2026 04:45:29 EDT (-0400)
  ?: real area lights [20.6kb] (Message 1 to 27 of 27)  
From: marabou
Subject: ?: real area lights [20.6kb]
Date: 10 Dec 2001 07:12:26
Message: <3c14a6a5@news.povray.org>
hello,

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?

thank you for hints.


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Attachments:
Download 'argfspfz.jpg' (21 KB)

Preview of image 'argfspfz.jpg'
argfspfz.jpg


 

From: Trevor Quayle
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 07:24:35
Message: <3c14a983$1@news.povray.org>
"marabou" <not### [at] availableyet> wrote in message
news:3c14a6a5@news.povray.org...
>
> hello,
>
> 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?
>
> thank you for hints.
>

All I can think of is radiosity, might be hard to get quality results
though.

-tgq


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From: marabou
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 07:29:55
Message: <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.
> 
> -tgq


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From: Kari Kivisalo
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 08:37:43
Message: <3C14BABC.2AA60CF8@engineer.com>
marabou wrote:
> 
> as i know radiosity affects the whole scene. i need a light source (the
> white long thing on the right side).

In theory radiosity would be the solution but I would try
several area lights or just many point lights.


_____________
Kari Kivisalo


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From: Bill DeWitt
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 09:23:08
Message: <3c14c54c$1@news.povray.org>
"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.


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From: marabou
Subject: Re: real area lights [20.6kb]
Date: 10 Dec 2001 09:39:20
Message: <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?


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From: marabou
Subject: part II: ?: real area lights [18.4kb]
Date: 10 Dec 2001 09:55:29
Message: <3c14ccdd@news.povray.org>
the best result is this.
i used radiosity, ambient and area_light.
but it does not look realistic.


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Attachments:
Download 'aaa2.jpg' (18 KB)

Preview of image 'aaa2.jpg'
aaa2.jpg


 

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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Checked by AVG anti-virus system (http://www.grisoft.com).
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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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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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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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From: Tim Nikias
Subject: Re: final solution [59.6kb]
Date: 11 Dec 2001 06:30:15
Message: <3C15EDE5.208BA2A6@gmx.de>
I think its a very low-mooded image. Sort of impresses as being a
calm and quiete place. I like the colors, though I think
the four spheres in the background, placed neatly in one line, distract
a little from the feeling that it's something that "just happened" instead of
someone actually putting it there. It kinda gives you the slight feeling of
being
watched, if you get what I mean.
I really like it!

Tim


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From: s1631001
Subject: Re: final solution [59.6kb]
Date: 11 Dec 2001 07:31:58
Message: <3C15FB65.87501F7@namtar.qub.ac.uk>
TinCanMan wrote:
> Um... if you used radiosity I would bet dollars to donuts it wasn't rendered
> with v3.1
Why do you say that? Radiosity *is* implemented in POV3.1 you know...

Anyway, you can keep your dollars, I'll have a doughnut. Mmmm,
doughnuts...

-- 
signature{
  "Grey Knight"
  contact{ email "gre### [at] yahoocom" }
  site_of_week{ url "http://enphilistor.users4.50megs.com/" }
}


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From: Trevor Quayle
Subject: Re: final solution [59.6kb]
Date: 11 Dec 2001 11:07:57
Message: <3c162f5d@news.povray.org>
"s1631001" <s16### [at] namtarqubacuk> wrote in message
news:3C1### [at] namtarqubacuk...
> TinCanMan wrote:
> > Um... if you used radiosity I would bet dollars to donuts it wasn't
rendered
> > with v3.1
> Why do you say that? Radiosity *is* implemented in POV3.1 you know...
>
> Anyway, you can keep your dollars, I'll have a doughnut. Mmmm,
> doughnuts...
>

Oops! I stand corrected, it's been a while since I used 3.1 and I never used
radiosity in it.

Here's your donut
(OK I'll admit it's more of a reflective torus on a checkered plane but I
didn't have much time)

-tgq


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From: Jamie Davison
Subject: Re: ?: real area lights [20.6kb] - light_area_test.jpg [1/1]
Date: 11 Dec 2001 14:20:39
Message: <MPG.16806d3d51a09db8989a76@news.povray.org>



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From: Bill DeWitt
Subject: Re: real area lights [20.6kb]
Date: 11 Dec 2001 16:26:28
Message: <3c167a04@news.povray.org>
After playing with it for two days, I have to say that I was not able to
make radiosity do what I thought it would do. Although it gave the semblance
of shadows in some situations, it was not really casting shadows as you want
them to do.


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From: s1631001
Subject: Re: final solution [59.6kb]
Date: 12 Dec 2001 05:21:37
Message: <3C172D78.44D9A3AA@namtar.qub.ac.uk>
[eats it anyway]

-- 
signature{
  "Grey Knight"
  contact{ email "gre### [at] yahoocom" }
  site_of_week{ url "http://enphilistor.users4.50megs.com/" }
}


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From: Jamie Davison
Subject: Re: ?: real area lights [20.6kb] - light_area_test.jpg [1/1] - light_area_test_rad.jpg [1/1]
Date: 13 Dec 2001 14:32:36
Message: <MPG.168312b375d8c396989a7a@news.povray.org>



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light_area_test_rad.jpg


 

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