POV-Ray : Newsgroups : povray.binaries.images : A bit of help with lighting Server Time
14 Aug 2024 17:58:30 EDT (-0400)
  A bit of help with lighting (Message 1 to 4 of 4)  
From: Scottish the pig
Subject: A bit of help with lighting
Date: 4 Oct 2002 16:01:22
Message: <3D9DF3CB.9060205@yahoo.com>
Attached is both the render & the .pov file. My problem is that all 
light in the scene (Besides the light from the sky, etc.) comes from 
<0,0,0>. Hopefully, someone can take a gander at the code & the image 
and tell me where I messed up.


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Preview of image 'cornell-mansion.jpg'
cornell-mansion.jpg

From: Hugo
Subject: Re: A bit of help with lighting
Date: 4 Oct 2002 16:08:07
Message: <3d9df527$1@news.povray.org>
Hi,

I assume your problem is that you don't want the light to come from <0,0,0>
?  If so, the reason is that you define your lightsources at origin and
translate the looks_like objects.

It should be the other way around.

So you define your lightsources where they're supposed to be, and keep your
looks_like objects at origin.. They will translate along with the
light_source.

Regards,
Hugo


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From: hughes, b 
Subject: Re: A bit of help with lighting
Date: 4 Oct 2002 23:39:12
Message: <3d9e5ee0$1@news.povray.org>
Looks like what happened is the scale .375 after each of the translates of
the looks_like shifted the chandelier object from where it ought to be.
Otherwise maybe this would have been okay, just the long way around of doing
it. Hugo is right, it can be better to define it all at the origin and move
from there.

"Hugo" <hua### [at] post3teledk> wrote in message
news:3d9df527$1@news.povray.org...
>
>  If so, the reason is that you define your lightsources at origin and
> translate the looks_like objects.
>
> It should be the other way around.
>
> So you define your lightsources where they're supposed to be, and keep
your
> looks_like objects at origin.. They will translate along with the
> light_source.

This could sound confusing to some people but I know what is meant. Seems
Daniel tried setting the lights up by thinking ahead. If you use the origin
<0,0,0> for the light, as Hugo said, you can at least create the looks_like
beforehand based around that and then do scale, rotate, translate or any
workable combination of those. Not as easy to configure a looks_like object
for a placement that could end up being anywhere.
--
Farewell,
Bob


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From: ScottishPig
Subject: Re: A bit of help with lighting
Date: 5 Oct 2002 21:55:04
Message: <3d9f97f8$1@news.povray.org>
"hughes, b." <omn### [at] charternet> wrote in message
news:3d9e5ee0$1@news.povray.org...
> Looks like what happened is the scale .375 after each of the translates of
> the looks_like shifted the chandelier object from where it ought to be.
> Otherwise maybe this would have been okay, just the long way around of
doing
> it. Hugo is right, it can be better to define it all at the origin and
move
> from there.
>
> "Hugo" <hua### [at] post3teledk> wrote in message
> news:3d9df527$1@news.povray.org...
> >
> >  If so, the reason is that you define your lightsources at origin and
> > translate the looks_like objects.
> >
> > It should be the other way around.
> >
> > So you define your lightsources where they're supposed to be, and keep
> your
> > looks_like objects at origin.. They will translate along with the
> > light_source.
>
> This could sound confusing to some people but I know what is meant. Seems
> Daniel tried setting the lights up by thinking ahead. If you use the
origin
> <0,0,0> for the light, as Hugo said, you can at least create the
looks_like
> beforehand based around that and then do scale, rotate, translate or any
> workable combination of those. Not as easy to configure a looks_like
object
> for a placement that could end up being anywhere.
> --
> Farewell,
> Bob
>
>

Thanks-- it's much better now.


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