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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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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)
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![2008-08-05 my place on earth (altena version) wip, take 27 - inside my apartment,looking out, using light_groups with sp](/povray.binaries.images/attachment/%3C4898ae69%40news.povray.org%3E/2008-08-05%20my%20place%20on%20earth%20%28altena%20version%29%20wip%2C%20take%2027%20-%20inside%20my%20apartment%2Clooking%20out%2C%20using%20light_groups%20with%20sp?preview=1)
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"Reactor" <rea### [at] hotmail com> 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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> 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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