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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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"marabou" <not### [at] available yet> 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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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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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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"marabou" <not### [at] available yet> 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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Bill DeWitt wrote:
>
> "marabou" <not### [at] available yet> 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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the best result is this.
i used radiosity, ambient and area_light.
but it does not look realistic.
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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>
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"marabou" <not### [at] available yet> 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/
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.298 / Virus Database: 161 - Release Date: 2001/11/13
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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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"marabou" <not### [at] available yet> wrote in message
news:3c14c918@news.povray.org...
> Bill DeWitt wrote:
>
> >
> > "marabou" <not### [at] available yet> 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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