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Hallo,
I'm trying to model my room in POV-Ray (again ?). I'm still at the beginning, but the
lamp turned out so nice, I thought, I'd share
it.
Manuel
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![Lamp.jpg](/povray.binaries.images/attachment/%3C41694c03%40news.povray.org%3E/Lamp.jpg?ttop=441697&toff=6000&preview=1)
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kas### [at] gmx de news:41694c03@news.povray.org
> I'm trying to model my room in POV-Ray (again ?). I'm still at the
> beginning, but the lamp turned out so nice, I thought, I'd share it.
Very nice lamp :)
Btw, such scenes always can benefit from lightsources with fade_distance 2
and perhaps exposure (MegaPov)
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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>> I'm trying to model my room in POV-Ray (again ?). I'm still at the
>> beginning, but the lamp turned out so nice, I thought, I'd share it.
>
> Very nice lamp :)
Thanks.
> Btw, such scenes always can benefit from lightsources with fade_distance 2
> and perhaps exposure (MegaPov)
As far as I understood, fade_power controlls the falloff charactristic (it's set to 2
already) and fade_distance only controls the
brightness? But I could have mixed it up.
Manuel
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416993ec@news.povray.org...
>
> As far as I understood, fade_power controlls the falloff charactristic
(it's set to 2 already) and fade_distance only controls the
> brightness? But I could have mixed it up.
>
Yes fade_distance tells to POV at which distance the light has the
intensity given by the color specification of the light
see doc 3.3.7.9 Light Fading
Marc
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Manuel Kasten wrote:
> Hallo,
>
> I'm trying to model my room in POV-Ray (again ?). I'm still at the beginning, but
the lamp turned out so nice, I thought, I'd share
> it.
>
> Manuel
>
>
>
Gosh, that almost looks like mine. Care to share the source for that part?
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"Manuel Kasten" <kas### [at] gmx de> wrote:
> but the lamp turned out so nice, I thought, I'd share it.
The model is good, but I'm especially impressed by the overall shading. I'd
really like to take a look at your radiosity/finish/light_source settings
for the concerned elements ;-) My current #1 project (like, for the next
three years ...) is also a room.
--
jussi.kantola
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> Gosh, that almost looks like mine. Care to share the source for that part?
It's in p.t.s-f . Have fun!
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> The model is good, but I'm especially impressed by the overall shading. I'd
> really like to take a look at your radiosity/finish/light_source settings
> for the concerned elements ;-)
No problem. But it's nothing special....
You can see the settings for the lamp and light_sources in p.t.s-f .
The ceiling:
pigment { rgb 1 }
normal { crackle .2 scale .5}
Radiosity:
#include "rad_def.inc"
global_settings {
radiosity { Rad_Settings(Radiosity_Normal, off, off) recursion_limit 2
brightness 3.0}
//radiosity { Rad_Settings(Radiosity_Fast, off, off) recursion_limit 2
brightness 3.0}
//radiosity { Rad_Settings(Radiosity_Debug, off, off) recursion_limit 2
brightness 3.0}
}
The couloring comes from the environment, its mostly wood. I guess it will change a
lot, once I put my sofa in (it's blue).
Manuel
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kas### [at] gmx de 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.
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
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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Rafal 'Raf256' Maj wrote:
>>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.
Remember that Pov-RAY tries not to simulate reality but to produce
(photo)realistic images. There are many limitations that might cause one
to use higher brightness than 1. For example, sometimes it is not
feasible to set the lightsource ambient value more than 1 as it might
get clipped. Then the only way to get enough illumination is to increase
brightness value. Megapov's exposure setting might help with this -
haven't tried it though.
This is all about getting the desired result, not about actual values
being used. You are seriously limiting yourself by allways using just
brightness 1 (and fade_power 2 etc.).
> 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
It all depends. Usually increasing the recursion limit beyond a certain
value doesn't affect the result almost at all. When diffuse
inter-reflections are calculated, the intensity gets smaller and smaller
at every iteration (depending on the surface color, diffuse, ambient
etc. values) and finally has no influence on total radiosity value. I
think there aren't many "normal" scenes that look practically any
different with recursion_limit 10 or 20.
Severi
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