POV-Ray : Newsgroups : povray.binaries.images : A lamp Server Time
10 Aug 2024 09:10:59 EDT (-0400)
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From: jute
Subject: Re: A lamp
Date: 12 Oct 2004 06:40:01
Message: <web.416bb39b2e59f77667c1c3ff0@news.povray.org>
"Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote:
> kas### [at] gmxde news:416b8296@news.povray.org
>
> > recursion_limit 2 brightness 3.0}
>
> Uhm, I'm afraid ushc settings are totaly psychical incorrect - surfaces
> diffuse up to x3 times more light then their get.

Even as ray tracing is a pretty snappy algorithm and POV-Ray does it very
well indeed, it seems to me (from my own experience and the works of
others) that the best results often are obtained with a little bit of
'un-physical' modelling.  There are so many approximations that have do be
done that this is not really surprising either.  For example, see this post
for a convincing example:

http://news.povray.org/415b0865%40news.povray.org

In my rad room I stil have recursion_limit > 5 (I plan to decrease though)
with brightness in the 2+ range.  Unphysical?  Could be, but I get the
pictures I want.

--
jussi.kantola


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From: Manuel Kasten
Subject: Re: A lamp
Date: 12 Oct 2004 09:04:08
Message: <416bd648@news.povray.org>
>> recursion_limit 2 brightness 3.0}
>
> Uhm, I'm afraid ushc settings are totaly psychical incorrect - surfaces
> diffuse up to x3 times more light then their get.
>
> If You would set higher quality (i.e. recursion_limit 5) probably entire
> scene will be totaly white / overlighted, since walls will recive about
> 3*3*3*3*3 * 1 RGB light

If I want my 4 spotlights to light the entire room, without overexposing the
places they point at, I have no choice but to reduce light intensity and to
increase radiosity brighness. Or have I? I do not plan to use higher
recursion_limits, it will slow down the whole thing to much. For the final
renders I'll choose :

radiosity { Rad_Settings(Radiosity_Final, off, off) recursion_limit 2 brightness 3.0}

The lighting is how I want it to be, and Radiosity_Final will make sure that no
artifacts are left...

Manuel


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From: Rafal 'Raf256' Maj
Subject: Re: A lamp
Date: 12 Oct 2004 10:54:39
Message: <Xns9580AC07D69BFraf256com@203.29.75.35>
kas### [at] gmxde news:416bd648@news.povray.org

> t 2 brightness 3.0}
>>
>> Uhm, I'm afraid ushc settings are totaly psychical incorrect -
>> surfaces diffuse up to x3 times more light then their get.
>>
>> If You would set higher quality (i.e. recursion_limit 5) probably
>> entire scene will be totaly white / overlighted, since walls will
>> recive about 3*3*3*3*3 * 1 RGB light
> 
> If I want my 4 spotlights to light the entire room, without
> overexposing the places they point at, I have no choice but to reduce
> light intensity and to increase radiosity brighness. Or have I?

I think that increasng light intensity _and_ using 
light_exposure should give good efect, it is what it's designed for AFAIK 
;)

-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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From: Florian Brucker
Subject: Re: A lamp
Date: 12 Oct 2004 16:02:40
Message: <416c3860@news.povray.org>
OMG, please stop posting photographs!

But seriously, this is darn cool! The only thing I don't like is that 
pure white interior of the lamp facing the camera. Either put a light 
bulb in there, or something else, lens-flares (don't think it would look 
good) or scattering media in the whole room, so that it's not simply a 
white lamp-interior, but a beam of light.

Florian
-- 
camera{look_at-y*10location<8,-3,-8>*10}#local a=0;#while(a<999)sphere{
#local _=.01*a-4.99;#local p=a*.01-5;#local c=.01*a-4.995;<sin(p*pi)*5p
*10pow(p,5)*.01>sin(c*c*c*.1)+1pigment{rgb 3}}#local a=a+1;#end
/******** http://www.torfbold.com ******** http://www.imp.org ********/


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From: Severi Salminen
Subject: Re: A lamp
Date: 12 Oct 2004 16:21:51
Message: <416c3cdf$1@news.povray.org>
> But seriously, this is darn cool! The only thing I don't like is that
> pure white interior of the lamp facing the camera. Either put a light
> bulb in there, or something else, lens-flares (don't think it would look
> good) or scattering media in the whole room, so that it's not simply a
> white lamp-interior, but a beam of light.

The light bulb might actually be there but you can't see it as everything is
totally white. Megapov's exposure feature might help to get it visible.

Severi


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From: Manuel Kasten
Subject: Re: A lamp
Date: 12 Oct 2004 17:13:17
Message: <416c48ed@news.povray.org>
> OMG, please stop posting photographs!

Thank you!

> But seriously, this is darn cool! The only thing I don't like is that pure white
interior of the lamp facing the camera. Either 
> put a light bulb in there, or something else, lens-flares (don't think it would look
good) or scattering media in the whole room, 
> so that it's not simply a white lamp-interior, but a beam of light.

Yes, I know what you mean. However, the lamp wasn't meant to be
the scene, it was meant to be part of a much bigger scene. If it were
just for the lamp, I'd agree with you. To see a very WIP of my scene,
look at:

http://home.arcor.de/mad_onion/002%20rund%20-%20lighting.jpg

It's an ultra-wide-angle camera in order to make all the walls visible.

Manuel


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From: Manuel Kasten
Subject: Re: A lamp
Date: 12 Oct 2004 17:39:33
Message: <416c4f15@news.povray.org>
>> If I want my 4 spotlights to light the entire room, without
>> overexposing the places they point at, I have no choice but to reduce
>> light intensity and to increase radiosity brighness. Or have I?
>
> I think that increasng light intensity _and_ using
> light_exposure should give good efect, it is what it's designed for AFAIK

OK, maybe you're right. But as long as I can achieve what I want in pure POV3.6.1 I'll
stick to that.

Manuel


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From: Phlip
Subject: Re: A lamp
Date: 14 Oct 2004 00:19:08
Message: <416dfe3c@news.povray.org>
Another lamp, from
http://www.rubygarden.org/ruby?FractalLifeEngine/LampTutorial

In retrospect, I think I picked the deep red to fit that site's "Ruby"
theme.

-- 
  Phlip
  http://industrialxp.org/community/bin/view/Main/TestFirstUserInterfaces


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