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From: Jörg 'Yadgar' Bleimann
Subject: Re: PoVEarth, day #6.5 - problem with fading fill light
Date: 5 Aug 2008 15:47:53
Message: <4898ae69@news.povray.org>
High!

Reactor schrieb:

> Three different things come to mind:  The first is a composite of 2 or more
> renders with different light settings,

Too cumbersome, as I plan, in the long run, to render animations of "My
Place in the World"...

> the second is using HDRI in MegaPov, 

I'm an orthodox PoV-Ray fundamentalist... (as you can tell from my beard!)
THOU SHALT NOT USE ANY OTHER RAYTRACER!!!

> and
> the last is something that occurred to me when you mentioned the rooms are
> differenced out of a larger object.  Why not use the same pigment for indoor
> and outdoor objects, but a different diffuse value?

I've tried that, but then the rooms in the building vis-a-vis drowned in
white...

Here is the closest I got towards what I aim for:

object
          {
            light_group
            {
              light_source
              {
                <0.37, GWG_FrKarl_Block238to252_Floor_yOffset + a *
GWG_FrKarl_Block238to252_Floor_Height + 1.27, 2.43>/f
                color rgb 0.25
                spotlight
                point_at <11.08,  GWG_FrKarl_Block238to252_Floor_yOffset
+ a * GWG_FrKarl_Block238to252_Floor_Height + 1.27, 2.43>/f
                radius 89.9999
                falloff 89.9999
                shadowless
              }
              object
              {
                GWG_FrKarl_Block238to252_Floor_Cutout
                scale 1/f
                translate <0.37, GWG_FrKarl_Block238to252_Floor_yOffset +
a * GWG_FrKarl_Block238to252_Floor_Height, 0.37>/f
              }
              global_lights on
            }

...still the distribution of brightness on the inside wall is very
uniform, such as the room was in fact lit by artificial light
overshining the indirect illumination, although I used global_lights
on... perhaps I should try a smaller radius for the spotlight? Or
introducing some fade_distance/fade_power?

See you in Khyberspace!

Yadgar


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Attachments:
Download '2008-08-05 my place on earth (altena version) wip, take 27 - inside my apartment,looking out, using light_groups with sp' (14 KB)

Preview of image '2008-08-05 my place on earth (altena version) wip, take 27 - inside my apartment,looking out, using light_groups with sp'
2008-08-05 my place on earth (altena version) wip, take 27 - inside my apartment,looking out, using light_groups with sp


 

From: Thomas de Groot
Subject: Re: PoVEarth, day #6.5 - problem with fading fill light
Date: 6 Aug 2008 04:09:51
Message: <48995c4f$1@news.povray.org>
"Reactor" <rea### [at] hotmailcom> schreef in bericht 
news:web.48989ec3fa91c91bbf3475910@news.povray.org...
>
> Three different things come to mind:  The first is a composite of 2 or 
> more
> renders with different light settings,

Following that idea, why not try the technique developed by Tim Nikias (see: 
Prepared for Company, a couple of years ago (2005), which I used in the 
variation thereof in my ice age scene)? See: 
http://www.nolights.de/gallery/reviews/prep4company.html
Tim described his technique in one of the ng's here. It makes use of a glare 
macro (2003), which I do not see on his website. You might need to contact 
Tim if you want to try out this path.

Thomas


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From: Rich
Subject: Re: PoVEarth, day #6.5 - problem with fading fill light
Date: 6 Aug 2008 19:30:00
Message: <489a33f8$1@news.povray.org>

> High!
> 
> Blue Herring schrieb:
> 
<Snippage>
> 
> But how should that work if the objects are in different levels of a CSG
>  hierarchy - e. g. if the room is part of a difference, but the
> furniture in the room belongs to a union several levels higher (or even
> not at all to the same CSG object)?
> 
> See you in Khyberspace!
> 
> Yadgar
> 

I find the question odd, I have done several projects of my own with 
only a single point light, and a multi story, many room building 
differenced in CSG.  As long as I remembered where the light was, the 
angle it would hit the windows, the light seemed to reasonably mimic 
what the eye might see.  From what I've seen, a "difference" behaves 
like a physical hollowing, any openings will allow light in, if it's 
directed in.


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