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  Light Challenge (Message 1 to 34 of 34)  
From: How Camp
Subject: Light Challenge
Date: 14 Jun 2010 15:50:02
Message: <web.4c16870a95df5a1ac59235590@news.povray.org>
I've used POV for a long time, but I find lighting to be one of my biggest
challenges in scene development.  I thought it might be interesting to get some
examples from the community on creative ways to light a scene:

Below is a primitive scene (no pun intended) with only a basic light source.
With the restriction that you aren't allowed to change the camera or the objects
(including their mundane textures), what creative lighting solutions can you
come up with to make this image more interesting?




#version 3.6;

global_settings {
  assumed_gamma 1.0
  max_trace_level 10
}

light_source { <5, 10, -10> color rgb 1}

// ----------------------------------------
// Basically, everything below here should
// remain the same
// ----------------------------------------

#include "colors.inc"
#include "glass.inc"

camera {
  location  <0, 5, -5>
  look_at   <0, 0,  0>
}

plane {
   y, -1
   texture {
      pigment {
         gradient x
         color_map {
            [0.0 rgb <0.6, 0.4, 0.4>]
            [0.5 rgb <0.2, 0.6, 0.8>]
            [1.0 rgb <0.6, 0.4, 0.4>]
         }
         scale 4
         rotate -45*y
      }
      normal {
         granite
         0.6
         scale 1.75
      }
   }
}

box {
   -1, 1
   scale <1,0.999,1>
   texture{
      pigment {
         gradient y
         color_map {
            [0.0 rgb <0.9, 0.1, 0>/8]
            [1.0 rgb <0.9, 0.1, 0>]
         }
         scale 2
         translate -y
      }
      finish {
         ambient 0.1
         diffuse 0.6
         brilliance 1.0
         phong 0.5
         phong_size 40
         specular 0.5
         roughness 0.05
         metallic 1
         reflection {
            0.5
            1.0
            fresnel on
            falloff 1.0
            exponent 1.0
            metallic 0.9
         }
         conserve_energy
      }
      normal {
         granite 0.15
         scale 2
      }
   }
   rotate 25*y
   translate <-3.25,0,2>
}

sphere {
   0, 1
   texture {
      pigment {
         bozo
         color_map {
            [0.0 rgb <1,1,0>]
            [1.0 rgb <0,0,2>]
         }
         scale 0.2
      }
      finish {
         ambient 0.1
         brilliance 0.4
         phong 0.25
         phong_size 70
         specular 0.65
         roughness 0.005
      }


   }
   translate <0,0,3>
}

torus {
   1.0,
   0.25
   texture {
      pigment {
         gradient x
         color_map {
            [0.0 rgb <1,0,1>/1]
            [0.3 rgb <1,0,1>/4]
            [0.6 rgb <1,0,1>/2]
            [1.0 rgb <1,0,1>/1]
         }
         scale 0.25
         warp {
            turbulence 0.25*x
         }
      }
      finish {
         ambient 0.1
         diffuse 0.8
         brilliance 1.0
         phong 0.5
         phong_size 25
         specular 0.15
         conserve_energy
      }
   }
   translate <1.75,-0.75,-1.75>
}


cone {
   -y,2,
   2*y,0
   material {
      texture {
         pigment {
            color Col_Glass_Orange

         }
         finish {F_Glass3}
      }
      interior {I_Glass}
   }
   translate <4,0,3>
}

cylinder {
   <-2,-0.5,-2>, <0,-0.5,0>, 0.5
   texture {
      pigment {
         dents
         color_map {
            [0.0 rgb <1,1,0>/2]
            [0.5 rgb <1,1,0>]
            [1.0 rgb <1,1,0>/2]
         }
         scale 1/4
      }
      normal {
            crackle 1.5
            scale 1/4
      }
   }
   translate <-1,0,-1>/2
}


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Attachments:
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Preview of image 'lightchallenge.png'
lightchallenge.png


 

From: Reactor
Subject: Re: Light Challenge
Date: 14 Jun 2010 17:30:00
Message: <web.4c169efcad2ae75573b904fd0@news.povray.org>
"How Camp" <hac### [at] gmailcom> wrote:
> I've used POV for a long time, but I find lighting to be one of my biggest
> challenges in scene development.  I thought it might be interesting to get some
> examples from the community on creative ways to light a scene:
>
> Below is a primitive scene (no pun intended) with only a basic light source.
> With the restriction that you aren't allowed to change the camera or the objects
> (including their mundane textures), what creative lighting solutions can you
> come up with to make this image more interesting?
>

Hello,
  I do want to participate in this lighting challenge, but I have some concerns
about the finishes, specifically the ambient and diffuse values.  Both of these
affect the way an object behaves in response to light, and since the objects
have a non-zero ambient value, they will be treated as though they emit a small
amount of light when radiosity is used.  This prevents one from making realistic
shadows while radiosity is turned on.

I am going to leave the diffuse value unchanged, but I will be modifying the
ambient values.


-Reactor


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From: clipka
Subject: Re: Light Challenge
Date: 14 Jun 2010 21:15:49
Message: <4c16d445$1@news.povray.org>
Am 14.06.2010 23:28, schrieb Reactor:

> I am going to leave the diffuse value unchanged, but I will be modifying the
> ambient values.

Setting ambient_light to 0 should to the job without modifying the textures.

If you intend to add ambient-based illumination objects, then you could 
set ambient_light to e.g. 0.001, and set your added objects' ambient to 
1000.


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From: How Camp
Subject: Re: Light Challenge
Date: 15 Jun 2010 06:55:00
Message: <web.4c175ac3ad2ae755c59235590@news.povray.org>
"Reactor" <rea### [at] hotmailcom> wrote:
>
> I am going to leave the diffuse value unchanged, but I will be modifying the
> ambient values.
>

I can accept this (although I do like Clipka's solution).  The spirit of the
post is to help me learn how to become better at lighting -- I just didn't want
a bunch of advice on how to tweak textures or camera settings to make the scene
better.  I do recognize that so many of these parameters are tied together.
Maybe it's the scientist in me that feels the need to turn experimental knobs
one at a time.  :)


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From: Jaime Vives Piqueres
Subject: Re: Light Challenge
Date: 15 Jun 2010 09:14:13
Message: <4c177ca5@news.povray.org>
El 14/06/10 21:46, How Camp escribió:
> I've used POV for a long time, but I find lighting to be one of my biggest
> challenges in scene development.  I thought it might be interesting to get some
> examples from the community on creative ways to light a scene:
>
> Below is a primitive scene (no pun intended) with only a basic light source.
> With the restriction that you aren't allowed to change the camera or the objects
> (including their mundane textures), what creative lighting solutions can you
> come up with to make this image more interesting?
>
>
>

   The most important thing is the light placement, as depending on it the 
shadows play will be interesting or boring. It's a difficult subject, 
because it depends on the composition, but I usually play with rand() to 
find interesting placements... after trying some seeds, you may get an idea 
of which placements make for interesting shots (for this scene, and in 
general too):


#version 3.6;
#include "colors.inc"

global_settings {
   assumed_gamma 1.0
   max_trace_level 10
   radiosity{count 160 error_bound 0.5 nearest_count 10}
}

#default{texture{finish{ambient 0 diffuse 1}}}

#declare r_l=seed(117);
light_source { <-10-10*rand(r_l), 10*rand(r_l), -10-10*rand(r_l)>
  color rgb White*150
  area_light 1*x,1*z,4,4 jitter adaptive 1 orient circular
  fade_distance 1
  fade_power 2
  rotate 360*rand(r_l)*y
}
light_source { <-10-10*rand(r_l), 10*rand(r_l), -10-10*rand(r_l)>
  color rgb Gold*100
  area_light 1*x,1*z,4,4 jitter adaptive 1 orient circular
  fade_distance 1
  fade_power 2
  rotate 360*rand(r_l)*y
}

// ----------------------------------------
// Basically, everything below here should
// remain the same
// ----------------------------------------

#include "glass.inc"

camera {
   location  <0, 5, -5>
   look_at   <0, 0,  0>
}

plane {
    y, -1
    texture {
       pigment {
          gradient x
          color_map {
             [0.0 rgb <0.6, 0.4, 0.4>]
             [0.5 rgb <0.2, 0.6, 0.8>]
             [1.0 rgb <0.6, 0.4, 0.4>]
          }
          scale 4
          rotate -45*y
       }
       normal {
          granite
          0.6
          scale 1.75
       }
    }
}

box {
    -1, 1
    scale <1,0.999,1>
    texture{
       pigment {
          gradient y
          color_map {
             [0.0 rgb <0.9, 0.1, 0>/8]
             [1.0 rgb <0.9, 0.1, 0>]
          }
          scale 2
          translate -y
       }
       finish {
          diffuse 0.6
          brilliance 1.0
          phong 0.5
          phong_size 40
          specular 0.5
          roughness 0.05
          metallic 1
          reflection {
             0.5
             1.0
             fresnel on
             falloff 1.0
             exponent 1.0
             metallic 0.9
          }
          conserve_energy
       }
       normal {
          granite 0.15
          scale 2
       }
    }
    rotate 25*y
    translate <-3.25,0,2>
}

sphere {
    0, 1
    texture {
       pigment {
          bozo
          color_map {
             [0.0 rgb <1,1,0>]
             [1.0 rgb <0,0,2>]
          }
          scale 0.2
       }
       finish {
          brilliance 0.4
          phong 0.25
          phong_size 70
          specular 0.65
          roughness 0.005
       }


    }
    translate <0,0,3>
}

torus {
    1.0,
    0.25
    texture {
       pigment {
          gradient x
          color_map {
             [0.0 rgb <1,0,1>/1]
             [0.3 rgb <1,0,1>/4]
             [0.6 rgb <1,0,1>/2]
             [1.0 rgb <1,0,1>/1]
          }
          scale 0.25
          warp {
             turbulence 0.25*x
          }
       }
       finish {
          diffuse 0.8
          brilliance 1.0
          phong 0.5
          phong_size 25
          specular 0.15
          conserve_energy
       }
    }
    translate <1.75,-0.75,-1.75>
}


cone {
    -y,2,
    2*y,0
    material {
       texture {
          pigment {
             color Col_Glass_Orange

          }
          finish {F_Glass3}
       }
       interior {I_Glass}
    }
    translate <4,0,3>
}

cylinder {
    <-2,-0.5,-2>, <0,-0.5,0>, 0.5
    texture {
       pigment {
          dents
          color_map {
             [0.0 rgb <1,1,0>/2]
             [0.5 rgb <1,1,0>]
             [1.0 rgb <1,1,0>/2]
          }
          scale 1/4
       }
       normal {
             crackle 1.5
             scale 1/4
       }
    }
    translate <-1,0,-1>/2
}

-- 
Jaime Vives Piqueres

http://www.ignorancia.org


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From: Dave Blandston
Subject: Re: Light Challenge
Date: 15 Jun 2010 10:10:00
Message: <web.4c178897ad2ae755cba3fb0f0@news.povray.org>
Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
>    The most important thing is the light placement, as depending on it the
> shadows play will be interesting or boring. It's a difficult subject,
> because it depends on the composition, but I usually play with rand() to
> find interesting placements... after trying some seeds, you may get an idea
> of which placements make for interesting shots (for this scene, and in
> general too):

That's very interesting. I've found it surprisingly useful to use the rand
function to try different colors, but never light placement. That's a great
idea!

Regards,
Dave Blandston


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From: Alain
Subject: Re: Light Challenge
Date: 15 Jun 2010 12:35:14
Message: <4c17abc2$1@news.povray.org>
Le 2010-06-14 15:46, How Camp a écrit :
> I've used POV for a long time, but I find lighting to be one of my biggest
> challenges in scene development.  I thought it might be interesting to get some
> examples from the community on creative ways to light a scene:
>
> Below is a primitive scene (no pun intended) with only a basic light source.
> With the restriction that you aren't allowed to change the camera or the objects
> (including their mundane textures), what creative lighting solutions can you
> come up with to make this image more interesting?
>

Can we add a photons block to some objects, like the glass cone and the 
reflective box?

Using area_light can often help. Use adaptive starting with adaptive 0 
to speed up the rendering.
Use relatively high sampling: 9x9, 17x17, 33x33, 65x65,...

Using several coloured lights can be very interesting.


There are things in the textures that can andicap you.
Take this finish from the sphere:
       finish {
          brilliance 0.4
          phong 0.25
          phong_size 70
          specular 0.65
          roughness 0.005
       }
You have a strong, relatively tight highlight, but, at the same time a 
prety low briliance.
Increasing brilliance to some value between 1 and 2 gives more a 
beleivable result.

The box have fresnel in it's reflection, but don't have an interior, and 
thus no ior. fresnel won't work. Also, conserve_energy is similarly 
useless as there is no transparency.
Same comment about conserve_energy for your torus.




Alain


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From: How Camp
Subject: Re: Light Challenge
Date: 15 Jun 2010 13:30:01
Message: <web.4c17b82aad2ae755c59235590@news.povray.org>
"Dave Blandston" <nomail@nomail> wrote:

> That's very interesting. I've found it surprisingly useful to use the rand
> function to try different colors, but never light placement. That's a great
> idea!


I agree!  I've never thought to do that, either.  Thanks, Jamie!


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From: How Camp
Subject: Re: Light Challenge
Date: 15 Jun 2010 13:35:01
Message: <web.4c17b910ad2ae755c59235590@news.povray.org>
Alain <aze### [at] qwertyorg> wrote:
> Can we add a photons block to some objects, like the glass cone and the
> reflective box?

Sure, I think that's still in the spirit of things.


> You have a strong, relatively tight highlight, but, at the same time a
> prety low briliance.
> Increasing brilliance to some value between 1 and 2 gives more a
> beleivable result.


Good points, thanks.


> The box have fresnel in it's reflection, but don't have an interior, and
> thus no ior. fresnel won't work. Also, conserve_energy is similarly
> useless as there is no transparency.
> Same comment about conserve_energy for your torus.


Yeah, another good point -- I was cutting and pasting from the default textures
and not really paying attention.  :)  Thanks for the tips here, too.


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From: Christian Froeschlin
Subject: Re: Light Challenge
Date: 15 Jun 2010 18:04:14
Message: <4c17f8de@news.povray.org>
How Camp wrote:

> what creative lighting solutions can you come up
> with to make this image more interesting?

I saw this in the morning before embarking on a lengthy
train ride so I've been playing with this on my netbook.
I missed the rest of the discussion but also came to the
conclusion that adding photon blocks would be ok ;)

I wasn't quite sure whether not changing the objects meant
you couldn't add any object to the scene. Using radiosity is
a bit sad if the environment is completely black, so I added
a blueish dome with ambient > 0 around the scene, which I
suppose is still in the spirit of lighting the thing.

Due to the 3.6 directive I wasn't sure about 3.7 features
either (mainly HDRI and area_illumination) so I left them out
for now. I didn't have any HDRI images available anyway ;)
I also skipped focal blur as it's strictly speaking not
a lighting but a camera effect.


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Attachments:
Download 'challenge-strict.jpg' (38 KB)

Preview of image 'challenge-strict.jpg'
challenge-strict.jpg


 

From: H  Karsten
Subject: Re: Light Challenge
Date: 16 Jun 2010 00:50:05
Message: <web.4c185708ad2ae755dec81f370@news.povray.org>
/*
Hi How Camp
The problem of lightning has its origin in the techniques of CGI-Lightning!

Means: Years ago there was no way to simulate light that correct, as it is in
nature. And it's still not possible - but you can come very close to it with in
these days.

Studio-light often tries to simulate daylight by using special techniques
insight of the studio.

The result was to have _very_ special techniques in CGI-lightning: Simulating
light with a program, that can not offer you _real_ working light-simulation
makes it twice-complicate just to get a good looking studio-situation. Using a
studio-situation to make a good looking light-situation then is the next step to
make.

First is to understand the classic limitations and then making the decision,
using the classic way, ore the classic way with further techniques, or using
progressive techniques.

First way means: Hard setup for the artists, but fast render-time.
Second way means: _Much_ easier setup, slower render-time (radiosity)
Third way means: Easy setup as well, very slow rendering, but very accurate
lighting-simulation. (Path-tracing, by using MC-Pov)
Best start is to take a look of the problems in the classic way of light
simulation (the classic way of ray-tracing).
Lets take a look of whats NOT possible:

- Light comes _ONLY_ from out of the light-source! In real environment it comes
from _everywhere_ that is visible to your eye, or to the camera, because the
light-rays that makes an object visible could light up other objects as well if
not going into your eye!

- When having _NO_ light in the shadows (because these areas are somehow covert
from the light-sources) that means: Totally blackness! to avoid this, these
areas can be lighten up, using the "ambient" keyword. What happens then is a so
called "self-illumination" within that areas. Actually there NOT illuminating
the scene, there JUST illuminating "to the camera".

These "tool" is actually the MOST artificial looking problem in lighning!

Your scene contains objects, heaving the "ambient" setting set to "0.1" try out,
to set it to "0" and using other light-sources (very small values in power,
using light fading and make it "shadowless". With this technique, you can try to
setup reflecting light, coming from important, and big surfaces, illuminating
other objects.

This technique means very much work, but a better result as when setting the
ambient higher then zero.

In a photo-studio, reflectors are often used.
When no light is simulated, coming from objects, you have to use the same
technique of shadowless and fading light-sources to illuminate special areas.

A basic rule is: Only the main light has a shadow. More then one main shadow is
something, a professional photographer would never except. (For a normal setup)

You see this is a very hard job to make.

When using ambient, higher then zero, try out to bring negative lights into
special eras, like insight mouth and nose. As well, use no-shadow, and fading
here!

A much easier thing might be to set all your ambients to zero, than try out
different radiosity settings from the "rad_def.inc" file. For this test, use
only one light-source in the beginning.

This is, what is being tried in every photo-studio to simulate, when using lambs
in a setup: The sun! This is your main-light. Other lights coming from other
object (we _don't_ have two suns, or more up in the sky ;)

When the result is good, try to make the environment a little cloudy, by using
an area-light instead of a point- or spotlight. In most cases, this looks more
friendly.

You can use objects as light-sources, when using radiosity, or when using
MC-Pov. THIS time, when using the ambient keyword, and using radiosity, or
MC-Pov the object will REALY self-illuminate AND lightning other objects as well
as a normal light-source.

This is good for soft shadows.

Another big problem are the surfaces, because the highlights on an object is
separated from the shape of the light, and the reflection of the finish. Means:
It is possible, making a very blurry highlight, but still a clean, reflective
surface. In normal cases, this is not possible. A soft highlight means a rugh
surface and that means a blurry reflection!

In this example, I try to bring the most popular tricks.

Best regards,

Holger :)
*/

//#######################################################################################

#declare Scenetype=0;   // 0=PovRay no Radiosyty    (area_light)
                        // 1=PovRay with Radiosity  (no blurry reflection,
because of allredy existing normals)
                        // 2=MC-POV                 (Blurry reflection)

//##########################   LightSoftness effects the size of the ligtsource
 ####################
#declare LightSoftness=6;
//##########################   The reflector makes the environment more friendly
 #######
#declare Reflector=off;
//#######################################################################################
//  Only works in MC-Pov mode. These are settings for all objects eccept the
cone
#declare LightSoftness_onSurfaces=25;//smaller = more blurry
#declare LightIntensity_onSurfaces=.25;
//  For the ground
#declare LightSoftness_onSurfaces_on_floor=10;
#declare LightIntensity_onSurfaces_on_floor=.1;
//#######################################################################################

/*
When using Scenetype=1 no Highlights will be shown, because of no
blurry reflection in the scene.
Blurry reflection with PovRay is only availiable, when
no other normals are used (or I don't know how to...)

Only the cone has a hilight (normal reflection..)

(Lightsources will not be shown to the camera, or reflections, only
objects does)

*/

//##########################     have fun
###########################################


#include "colors.inc"
#include "glass.inc"
#include "rad_def.inc"

#if (Scenetype=2) #version unofficial megapov 1.21 #else #version 3.6;#end
 global_settings {
  assumed_gamma 1.0
  max_trace_level 10
  #if (Scenetype=1) radiosity {Rad_Settings(Radiosity_IndoorLQ,on,off)}#end//HQ
was to slow for my taste
  #if (Scenetype=2)
  max_trace_level 8
  montecarlo
   {
    mc_rand_seed
    mc_max_diffuse_bounce 3
    mc_pixel_refresh_ratio 1
   }
  #end
 }

 #default{pigment{color rgb 1}finish{ambient 0 diffuse 1
  #if (Scenetype=2)
   montecarlo{mc_diffuse{1 1 1}}
  #end
 }}

 #if (Scenetype=0)
  light_source {
   0*x
   color rgb 30
    area_light
    <LightSoftness,0,0><0,0,LightSoftness>
    4,4
    adaptive 0
    jitter
    circular
    orient
    rotate <-20,15,0>
    translate <5, 10, -10>
    fade_distance 2
    fade_power 2.2
  }
 #end

 #if (Scenetype=0) #else
  box{<LightSoftness,-.1,-.1><.1,.1,LightSoftness>
   #if (Scenetype=2)
    montecarlo{mc_portal{1 1 1 1}}
   #end
   pigment{color rgb 1}
   finish{ambient 10
  }
   rotate <-20,15,0>
   translate <5, 10, -10>
  }
 #end

 camera {
  location  <0, 5, -5>
  look_at   <0, 0,  0>
 }

 #if (Reflector)
  plane{
   x,-15
   pigment{color rgb 6}
   rotate y*10
  }
 #end

 plane {
  y, -1
  texture {
   pigment {
    gradient x
    color_map {
    [0.0 rgb <0.6, 0.4, 0.4>]
    [0.5 rgb <0.2, 0.6, 0.8>]
    [1.0 rgb <0.6, 0.4, 0.4>]
   }
   scale 4
   rotate -45*y
   }
    #if (Scenetype=2)finish{reflection LightIntensity_onSurfaces_on_floor
montecarlo{mc_reflect{1 1 1 LightSoftness_onSurfaces_on_floor}}}#end
   normal{
    granite 0.6
    scale 1.75
   }
  }
 }

 box {
  -1, 1
  scale <1,0.999,1>
   texture{
    pigment {
      gradient y
      color_map {
      [0.0 rgb <0.9, 0.1, 0>/8]
      [1.0 rgb <0.9, 0.1, 0>]
     }
     scale 2
     translate -y
     }
    finish {
     brilliance 1.0
     phong 0.5
     phong_size 40
     specular 0.5
     roughness 0.05
     metallic 1
      reflection {
       0.5
       1.0
       fresnel on
       falloff 1.0
       exponent 1.0
       metallic 0.9
      }
     #if (Scenetype=2)reflection LightIntensity_onSurfaces
montecarlo{mc_reflect{1 1 1 LightSoftness_onSurfaces}}#end
     conserve_energy
    }
    normal {
     granite 0.15
    scale 2
    }
   }
  rotate 25*y
  translate <-3.25,0,2>
 }

 sphere {
  0,1
  texture {
    pigment {
    bozo
     color_map {
      [0.0 rgb <1,1,0>]
      [1.0 rgb <0,0,2>]
     }
    scale 0.2
    }
    finish {
     phong 0.25
     phong_size 70
     specular 0.65
     roughness 0.005
     brilliance 0.4
     #if (Scenetype=2)reflection LightIntensity_onSurfaces
montecarlo{mc_reflect{1 1 1 LightSoftness_onSurfaces}}#end
    }
  }
  translate <0,0,3>
 }

 torus {
  1.0,
  0.25
   texture {
    pigment {
    gradient x
     color_map {
      [0.0 rgb <1,0,1>/1]
      [0.3 rgb <1,0,1>/4]
      [0.6 rgb <1,0,1>/2]
      [1.0 rgb <1,0,1>/1]
     }
    scale 0.25
    warp {
    turbulence 0.25*x
    }
   }
  finish {
   phong 0.5
   phong_size 25
   specular 0.15
   conserve_energy
   diffuse 0.8
   brilliance 1.0
   #if (Scenetype=2)reflection LightIntensity_onSurfaces montecarlo{mc_reflect{1
1 1 LightSoftness_onSurfaces}}#end
   }
  }
  translate <1.75,-0.75,-1.75>
 }

 cone {
  -y,2,
  2*y,0
   material {
    texture {
     pigment {
      color Col_Glass_Orange
     }
    finish {F_Glass3 ambient 0
    }
    }
    interior {I_Glass}
   }
  translate <4,0,3>
 }

 cylinder {
  <-2,-0.5,-2>, <0,-0.5,0>, 0.5
   texture {
    pigment {
    dents
    color_map {
      [0.0 rgb <1,1,0>/2]
      [0.5 rgb <1,1,0>]
      [1.0 rgb <1,1,0>/2]
     }
    scale 1/4
    }
    normal {
     crackle 1.5
     scale 1/4
    }
    #if (Scenetype=2)finish{reflection LightIntensity_onSurfaces
montecarlo{mc_reflect{1 1 1 LightSoftness_onSurfaces}}}#end
   }
  translate <-1,0,-1>/2
 }


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Attachments:
Download 'light-chalange_settings.jpg' (132 KB)

Preview of image 'light-chalange_settings.jpg'
light-chalange_settings.jpg


 

From: How Camp
Subject: Re: Light Challenge
Date: 16 Jun 2010 07:30:01
Message: <web.4c18b51bad2ae755c59235590@news.povray.org>
Christian Froeschlin <chr### [at] chrfrde> wrote:
> I wasn't quite sure whether not changing the objects meant
> you couldn't add any object to the scene. Using radiosity is
> a bit sad if the environment is completely black, so I added
> a blueish dome with ambient > 0 around the scene, which I
> suppose is still in the spirit of lighting the thing.


This makes sense -- and I appreciate you doing so.  My use of radiosity usually
results in poor-to-average results, so I appreciate hearing ideas like this.


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From: How Camp
Subject: Re: Light Challenge
Date: 16 Jun 2010 07:40:01
Message: <web.4c18b6f7ad2ae755c59235590@news.povray.org>
Wow, thanks for your detailed analysis!  You've got some great points, here.

"H. Karsten" <h-karsten()web.de> wrote:
> First is to understand the classic limitations and then making the decision,
> using the classic way, ore the classic way with further techniques, or using
> progressive techniques.

Yes, I agree.  I've been trying to study basic lighting from a beginner's
photography standpoint (three-point lighting, etc.) but I don't always see good
results when translating this to my scenes.

> Your scene contains objects, heaving the "ambient" setting
> set to "0.1" try out, to set it to "0" and using other
> light-sources (very small values in power, using light fading
> and make it "shadowless". With this technique, you can try to
> setup reflecting light, coming from important, and big
> surfaces, illuminating other objects.

If I understand you correctly, the 'reflecting lights' are shadowless light
sources with low values that emulate inter-reflected light from other objects?
For example, if I have a scene with a red car, I might place a red shadowless
light near the car to 'help' cast scattered light...?  It seems you'd have to be
careful not to allow the light to shine back on the object you're emulating.
(Or, perhaps I've misunderstood what you're trying to get across.)


> A basic rule is: Only the main light has a shadow. More then
> one main shadow is something, a professional photographer
> would never except. (For a normal setup)

Interesting!  So, in a real photography setting, how do you add a light source
that doesn't cast a shadow?

Thanks for all your comments!


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From: clipka
Subject: Re: Light Challenge
Date: 16 Jun 2010 09:30:48
Message: <4c18d208$1@news.povray.org>
Am 16.06.2010 06:46, schrieb H. Karsten:
> (Path-tracing, by using MC-Pov)

You may notice that the MC-Pov results are darker than the 
POV-Ray+radiosity results.

This is actually due to a bug in MC-Pov, as I demonstrated in 
<news://news.povray.org:119/4b093e4b@news.povray.org>, which causes the 
diffuse brightness of objects to be reduced by an estimated 50%.


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From: waggy
Subject: Re: Light Challenge
Date: 16 Jun 2010 12:30:01
Message: <web.4c18fae1ad2ae755f99d05c80@news.povray.org>
"How Camp" wrote:
> I've used POV for a long time, but I find lighting to be one of my biggest
> challenges in scene development.  I thought it might be interesting to get some
> examples from the community on creative ways to light a scene:
>
> Below is a primitive scene (no pun intended) with only a basic light source.
> With the restriction that you aren't allowed to change the camera or the objects
> (including their mundane textures), what creative lighting solutions can you
> come up with to make this image more interesting?
>
I find it a challenge, too, and usually just use a primary light source low in
the scene to give the image a sense of depth.  I tend to use a bit of radiosity
to smooth shadows, and add small fill-in lights where needed, often near the
camera's position.  I find aggressive antialiasing can hide many sins.  (This
image has +A0.05 +R4, though +R2 or 3 and a larger +A0.1 is usually all that is
needed.)

But to me, the interest in a scene comes more from it's ability to tell a story.
 Usually the stories are very simple, and need not be the same story for
everyone viewing the image.  My father was a semi-professional photographer and
I grew up learning the basics: that framing is by far the most important skill
to master.  In a real world, if you look hard enough you can find a good shot
anywhere.  Lighting and lens tricks can certainly improve the quality of a
photograph and help bring the the story to life.

Of course, POV-Ray does not capture the real world, but it does not eliminate
the need to tell a story.  The first thing I had to do was figure out a plot for
the provided scene, without reframing it.  I saw representations of the elements
Earth, Air, and Fire and decided there was magic happening, but it's incomplete.
 The two objects in the foreground don't quite fit.  It's the basic story of the
search for completion (to me).

My radiosity skills are near to nonexistent, but I decided to try lighting the
scene by using the cone as a light source.  I cheated a bit by adding no_image
no_shadow objects to the looks_like of the lights used, and added a similar
large sphere around the scene to contain some absorbing media and tone down the
ambient contribution of the plane in the distance.  Due to my ignorance, for the
textures to (almost) work, I ended up jacking up almost all of the radiosity
values to near their highest quality (except recursion_limit, which is 2), and
the scene took about forever to render.

With that said, I don't think I was fully successful telling this story, but I
learned a few things, which is almost as good.

~Waggy


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Attachments:
Download 'lightchallenge_2010-06-14_1.png' (366 KB)

Preview of image 'lightchallenge_2010-06-14_1.png'
lightchallenge_2010-06-14_1.png


 

From: Alain
Subject: Re: Light Challenge
Date: 16 Jun 2010 12:35:16
Message: <4c18fd44@news.povray.org>
Le 2010-06-14 15:46, How Camp a écrit :
> I've used POV for a long time, but I find lighting to be one of my biggest
> challenges in scene development.  I thought it might be interesting to get some
> examples from the community on creative ways to light a scene:
>
> Below is a primitive scene (no pun intended) with only a basic light source.
> With the restriction that you aren't allowed to change the camera or the objects
> (including their mundane textures), what creative lighting solutions can you
> come up with to make this image more interesting?
>
>

With:

#declare Area = 4;
#declare Th=0; #declare Steps = 30;
#declare Offset = -37;
#while(Th<360)
	light_source{<0, 9, -100> CHSL2RGB(<Th, 0.84, 2.5/Steps,0,0>)
		area_light Area*x Area*y 17 17 adaptive 0 circular jitter
		rotate (Th+Offset)*y}
	#declare Th = Th + 360/Steps;
#end

background{rgb<0.12,0.21, 0.9>*0.7}

That's a ring of 30 coloured lights



Alain


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Attachments:
Download 'light chalenge.jpg' (76 KB)

Preview of image 'light chalenge.jpg'
light chalenge.jpg


 

From: Samuel Benge
Subject: Re: Light Challenge
Date: 16 Jun 2010 14:35:01
Message: <web.4c19181fad2ae755c51b0b8c0@news.povray.org>
"How Camp" <hac### [at] gmailcom> wrote:
> what creative lighting solutions can you
> come up with to make this image more interesting?

Fun idea! Here's my try:

global_settings{
 radiosity{
  count 100
  error_bound .1
  pretrace_start .08 pretrace_end .02
  nearest_count 5
  recursion_limit 1
  normal on
  brightness 1
  gray_threshold 0
  adc_bailout 1/256
 }
 photons{ count 12550 }
 ambient_light 0
}

#declare l_pos = <-1, .25, 1>;
#declare l_res = 2;

#declare rgb_sun = <1,.3,.15>*4;
#declare rgb_sky = <.1,.025,.2>;

light_source {
 l_pos*100000, rgb_sun
 area_light x*8000, z*8000, l_res, l_res
 jitter adaptive 2
 circular orient
}

#include "transforms.inc"

sky_sphere{
 pigment{
  spherical
  scale 2
  translate y
  Point_At_Trans(l_pos)
  poly_wave 4
  color_map{
   [0 rgb rgb_sky]
   [1 rgb rgb_sun]
  }
 }
}

The radiosity stuff is straightforward.

For outdoor scenes I almost always have a sky_sphere with a spherical pigment
influenced by the sun's position and color. This is to simulate scattered light
in the atmosphere, and helps give the radiosity something like a real sky to
work with.

Apart from what you see in the attached code, I added photons to the cone and
shifted the plane up slightly because of a coincident surfaces problem with it
and the cone. Then I added some post-processing light blooming to balance the
colors a bit after everything else.

Sam


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Attachments:
Download 'lightingchallenge.jpg' (143 KB)

Preview of image 'lightingchallenge.jpg'
lightingchallenge.jpg


 

From: clipka
Subject: Re: Light Challenge
Date: 16 Jun 2010 16:15:47
Message: <4c1930f3$1@news.povray.org>
Am 16.06.2010 20:29, schrieb Samuel Benge:
> "How Camp"<hac### [at] gmailcom>  wrote:
>> what creative lighting solutions can you
>> come up with to make this image more interesting?
>
> Fun idea! Here's my try:

To me, the best one so far.


Post a reply to this message

From: Christian Froeschlin
Subject: Re: Light Challenge
Date: 16 Jun 2010 17:50:52
Message: <4c19473c$1@news.povray.org>
How Camp wrote:

> This makes sense -- and I appreciate you doing so.  My use of
> radiosity usually results in poor-to-average results, so I appreciate
> hearing ideas like this.

I'm not a very proficient user of it myself and I don't have the
patience and/or the machine to use it with high quality settings,
but povray comes with an include file rad_def.inc which contains
some useful presets. I sometimes use it to add some low quality
radiosity (with reduced brightness so the artefacts are not too
obvious) to a scene mostly using conventional light_sources.

Which reminds me I forgot to include the code:

#include "rad_def.inc"

// STRICT == 1 --> only change lighting using 3.6 functionality
// STRICT == 0 --> also change related settings such as focal_blur
//                 and using area_illumination from 3.7

#declare STRICT = 1;

#declare USE_AREA_LIGHT = 1;
#declare USE_AREA_ILLU  = 0;
#declare USE_PHOTONS    = 1;
#declare USE_FOCAL_BLUR = 0;
#declare USE_RADIOSITY  = 1;
#declare USE_MEDIA      = 0;

#if (STRICT=1)
   #version 3.6;
   #declare USE_FOCAL_BLUR = 0;
   #declare USE_AREA_ILLU  = 0;
#else
   #if (version < 3.7)
     #declare USE_AREA_ILLU = 0;
   #end
#end

global_settings
{
   assumed_gamma 1.0
   max_trace_level 10
   ambient_light 0.01
#if (USE_RADIOSITY=1)
   radiosity {Rad_Settings(Radiosity_Fast, off, off)}
#end
#if (USE_PHOTONS=1)
   photons {count 100000}
#end
}


#if (USE_RADIOSITY=1)
// Use sky sphere
sphere
{
   0,200 hollow
   pigment {color 100*<0.5,0.6,0.8>}
   finish {diffuse 0 ambient 0.05}
}

#end


light_source
{
   <6, 5, -2>
   //color rgb 1
   color rgb 6*<0.7,0.7,1>
   fade_power 2 fade_distance 2
#if (USE_AREA_LIGHT=1)
   area_light 1.5*x,1.5*y,9,9 circular orient
   #if (USE_AREA_ILLU=1)
     area_illumination
   #end
#end
}



light_source
{
   <-100, 15, -100> color rgb 0.1*<1.5,0.3,0>
}


#if (USE_MEDIA=1)
// actually looks quite crappy
box
{
   <-10,-1,-5>,<10,10,10>
   hollow
   pigment {color rgbt 1}
   interior
   {
     media
     {
       scattering {1,color rgb 0.01}
       density {granite color_map {[0 rgb 0] [1 rgb 1]}}
     }
   }
}
#end

// ----------------------------------------
// Basically, everything below here should
// remain the same
// ----------------------------------------

#include "colors.inc"
#include "glass.inc"

camera
{
   location  <0, 5, -5>
   look_at   <0, 0,  0>
#if (STRICT=0)
   #if (USE_FOCAL_BLUR=1)
     // focus on the cone
     focal_point <3,1,2>
     aperture 0.8
     blur_samples 25
   #end
#end
}

plane {
    y, -1
    texture {
       pigment {
          gradient x
          color_map {
             [0.0 rgb <0.6, 0.4, 0.4>]
             [0.5 rgb <0.2, 0.6, 0.8>]
             [1.0 rgb <0.6, 0.4, 0.4>]
          }
          scale 4
          rotate -45*y
       }
       normal {
          granite
          0.6
          scale 1.75
       }
    }
}

box {
    -1, 1
    scale <1,0.999,1>
    photons {collect off}
    texture{
       pigment {
          gradient y
          color_map {
             [0.0 rgb <0.9, 0.1, 0>/8]
             [1.0 rgb <0.9, 0.1, 0>]
          }
          scale 2
          translate -y
       }
       finish {
          ambient 0.1
          diffuse 0.6
          brilliance 1.0
          phong 0.5
          phong_size 40
          specular 0.5
          roughness 0.05
          metallic 1
          reflection {
             0.5
             1.0
             fresnel on
             falloff 1.0
             exponent 1.0
             metallic 0.9
          }
          conserve_energy
       }
       normal {
          granite 0.15
          scale 2
       }
    }
    rotate 25*y
    translate <-3.25,0,2>
}

sphere {
    0, 1
    photons {collect off}
    texture {
       pigment {
          bozo
          color_map {
             [0.0 rgb <1,1,0>]
             [1.0 rgb <0,0,2>]
          }
          scale 0.2
       }
       finish {
          ambient 0.1
          brilliance 0.4
          phong 0.25
          phong_size 70
          specular 0.65
          roughness 0.005
       }


    }
    translate <0,0,3>
}

torus {
    1.0,
    0.25
    photons {collect off}
    texture {
       pigment {
          gradient x
          color_map {
             [0.0 rgb <1,0,1>/1]
             [0.3 rgb <1,0,1>/4]
             [0.6 rgb <1,0,1>/2]
             [1.0 rgb <1,0,1>/1]
          }
          scale 0.25
          warp {
             turbulence 0.25*x
          }
       }
       finish {
          ambient 0.1
          diffuse 0.8
          brilliance 1.0
          phong 0.5
          phong_size 25
          specular 0.15
          conserve_energy
       }
    }
    translate <1.75,-0.75,-1.75>
}


cone {
    -y,2,
    2*y,0
    photons {target refraction on reflection off collect off}
    material {
       texture {
          pigment {
             color Col_Glass_Orange

          }
          finish {F_Glass3}
       }
       interior {I_Glass}
    }
    translate <4,0,3>
}

cylinder {
    <-2,-0.5,-2>, <0,-0.5,0>, 0.5
    photons {collect off}
    texture {
       pigment {
          dents
          color_map {
             [0.0 rgb <1,1,0>/2]
             [0.5 rgb <1,1,0>]
             [1.0 rgb <1,1,0>/2]
          }
          scale 1/4
       }
       normal {
             crackle 1.5
             scale 1/4
       }
    }
    translate <-1,0,-1>/2
}


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From: Christian Froeschlin
Subject: Re: Light Challenge
Date: 16 Jun 2010 18:02:03
Message: <4c1949db$1@news.povray.org>
clipka wrote:
> Am 16.06.2010 20:29, schrieb Samuel Benge:
>> "How Camp"<hac### [at] gmailcom>  wrote:
>>> what creative lighting solutions can you
>>> come up with to make this image more interesting?
>>
>> Fun idea! Here's my try:
> 
> To me, the best one so far.

yes agree. I never seem to get around to trying
out the light blooming stuff. I wonder if the warm
atmosphere is due to that or the choice of colors.


Post a reply to this message

From: Christian Froeschlin
Subject: Re: Light Challenge
Date: 16 Jun 2010 18:07:09
Message: <4c194b0d@news.povray.org>
Samuel Benge wrote:

> Fun idea! Here's my try:

Nice!

> For outdoor scenes I almost always have a sky_sphere with a spherical pigment
> influenced by the sun's position and color. This is to simulate scattered light
> in the atmosphere, and helps give the radiosity something like a real sky to
> work with.

Interesting trick. I wondered that you don't seem to use ambient light.
So the sky is lit by diffuse lighting from the sun? Doesn't it cause
problems with objects casting shadows on the sky?


Post a reply to this message

From: stbenge
Subject: Re: Light Challenge
Date: 16 Jun 2010 18:42:00
Message: <4c195338$1@news.povray.org>
Christian Froeschlin wrote:
> clipka wrote:
>> To me, the best one so far.
> 
> yes agree. I never seem to get around to trying
> out the light blooming stuff. I wonder if the warm
> atmosphere is due to that or the choice of colors.

It's mostly due do the colors I used, but the blooming does help to 
soften the colors where they are brighter.


Post a reply to this message

From: stbenge
Subject: Re: Light Challenge
Date: 16 Jun 2010 18:47:11
Message: <4c19546f$1@news.povray.org>
Christian Froeschlin wrote:
> Samuel Benge wrote:
>> For outdoor scenes I almost always have a sky_sphere with a spherical 
>> pigment
>> influenced by the sun's position and color. This is to simulate 
>> scattered light
>> in the atmosphere, and helps give the radiosity something like a real 
>> sky to
>> work with.
> 
> Interesting trick. I wondered that you don't seem to use ambient light.

I don't usually use ambient_light in my scenes, but I did here to 
conform to the guidelines.

> So the sky is lit by diffuse lighting from the sun? Doesn't it cause
> problems with objects casting shadows on the sky?

The sky is just a spherical pigment on a sky_sphere. It points to the 
position of the light_source to approximate the appearance of a real 
atmosphere.


Post a reply to this message

From: Alain
Subject: Re: Light Challenge
Date: 17 Jun 2010 00:23:27
Message: <4c19a33f$1@news.povray.org>
Le 2010-06-16 18:09, Christian Froeschlin a écrit :
> Samuel Benge wrote:
>
>> Fun idea! Here's my try:
>
> Nice!
>
>> For outdoor scenes I almost always have a sky_sphere with a spherical
>> pigment
>> influenced by the sun's position and color. This is to simulate
>> scattered light
>> in the atmosphere, and helps give the radiosity something like a real
>> sky to
>> work with.
>
> Interesting trick. I wondered that you don't seem to use ambient light.
> So the sky is lit by diffuse lighting from the sun? Doesn't it cause
> problems with objects casting shadows on the sky?

The sky is a sky_sphere. It's a background feature, it's not lighted by 
anything and never receive any shadow.



Alain


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From: How Camp
Subject: Re: Light Challenge
Date: 17 Jun 2010 08:50:00
Message: <web.4c1a19e7ad2ae755c59235590@news.povray.org>
"waggy" <hon### [at] handbasketorg> wrote:
> I grew up learning the basics: that framing is by far the most important skill
> to master.  In a real world, if you look hard enough you can find a good shot
> anywhere.  Lighting and lens tricks can certainly improve the quality of a
> photograph and help bring the the story to life.

This is great advice.  You've done an excellent job coming up with a great story
for this boring test scene.  I'm impressed!

> My radiosity skills are near to nonexistent, but I decided to try lighting the
> scene by using the cone as a light source.  I cheated a bit by adding no_image
> no_shadow objects to the looks_like of the lights used, and added a similar
> large sphere around the scene to contain some absorbing media and tone down the
> ambient contribution of the plane in the distance.  Due to my ignorance, for the
> textures to (almost) work, I ended up jacking up almost all of the radiosity
> values to near their highest quality (except recursion_limit, which is 2), and
> the scene took about forever to render.

I like the way this turned out.  The use of absorbing media is very subtle -- I
wouldn't have known it was there if you hadn't mentioned it.


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From: How Camp
Subject: Re: Light Challenge
Date: 17 Jun 2010 08:55:01
Message: <web.4c1a1a54ad2ae755c59235590@news.povray.org>
Alain <aze### [at] qwertyorg> wrote:
> That's a ring of 30 coloured lights

Clever idea!

My eye is continually drawn to the dark center of the torus.  :)


Post a reply to this message

From: How Camp
Subject: Re: Light Challenge
Date: 17 Jun 2010 09:00:00
Message: <web.4c1a1b27ad2ae755c59235590@news.povray.org>
"Samuel Benge" <stb### [at] hotmailcom> wrote:
> Fun idea! Here's my try:

Beautiful!  Thanks for this, Sam.  I'm learning a lot from all of you!

> For outdoor scenes I almost always have a sky_sphere with a spherical pigment
> influenced by the sun's position and color. This is to simulate scattered light
> in the atmosphere, and helps give the radiosity something like a real sky to
> work with.

Ah, again this points to my lack of experience with radiosity, but I didn't
realize it would make that big of a difference.  I'll have to try some test
scenes with and without the spherical pigment to completely convince myself.

> Apart from what you see in the attached code, I added photons to the cone and
> shifted the plane up slightly because of a coincident surfaces problem with it
> and the cone. Then I added some post-processing light blooming to balance the
> colors a bit after everything else.

Whoops, sorry about the coincident surfaces.  I meant it to be a test scene, but
not *that* test-y.  ;)


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From: Samuel Benge
Subject: Re: Light Challenge
Date: 17 Jun 2010 13:55:01
Message: <web.4c1a60efad2ae7551e4ecc3b0@news.povray.org>
"How Camp" <hac### [at] gmailcom> wrote:
> "Samuel Benge" <stb### [at] hotmailcom> wrote:
> > For outdoor scenes I almost always have a sky_sphere with a spherical pigment
> > influenced by the sun's position and color. This is to simulate scattered light
> > in the atmosphere, and helps give the radiosity something like a real sky to
> > work with.
>
> Ah, again this points to my lack of experience with radiosity, but I didn't
> realize it would make that big of a difference.  I'll have to try some test
> scenes with and without the spherical pigment to completely convince myself.

It helps, all right. When you test a basic background (using rgb_sky), look at
the shadows. They are quite telling. Giving the sky_sphere a spherical gradient
centered around the sun sort of bridges the gap between the sun's color and the
atmosphere's, helping to harmonize the overall color balance.

> > Apart from what you see in the attached code, I added photons to the cone and
> > shifted the plane up slightly because of a coincident surfaces problem with it
> > and the cone.
>
> Whoops, sorry about the coincident surfaces.  I meant it to be a test scene, but
> not *that* test-y.  ;)

I considered shifting the plane /down/, so that the cone would appear to be
resting on top of the plane. But to keep the appearance of the original behavior
intact, I shifted it up instead.


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From: H  Karsten
Subject: Re: Light Challenge
Date: 17 Jun 2010 15:40:01
Message: <web.4c1a7941ad2ae755da6353d60@news.povray.org>
> If I understand you correctly, the 'reflecting lights' are shadowless light
> sources with low values that emulate inter-reflected light from other objects?
> For example, if I have a scene with a red car, I might place a red shadowless
> light near the car to 'help' cast scattered light...?  It seems you'd have to be
> careful not to allow the light to shine back on the object you're emulating.
> (Or, perhaps I've misunderstood what you're trying to get across.)

You are right. To avoid the wrong object to being lighted up, use spotlights,
shining away from these objects.

> Interesting!  So, in a real photography setting, how do you add a light
source
> that doesn't cast a shadow?

Actually is cast a shadow, but there are two important things:

1: the power of reflecting light is (in most cases) _much_ smaller then the
main-light.
2: when light is reflecting from an object, it works like a area-light. That
means very blurry shadow.

I've made a a little move that shows in a very nice way, what happens, when
light is reflecting in a room.

Its an animated gif.

best regards,

Holger


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From: Christian Froeschlin
Subject: Re: Light Challenge
Date: 17 Jun 2010 17:10:23
Message: <4c1a8f3f$1@news.povray.org>
Samuel Benge wrote:

> Giving the sky_sphere a spherical gradient centered around the sun sort of
 > bridges the gap between the sun's color and the atmosphere's, helping 
to harmonize
> the overall color balance.

Interesting. It's a bit like using a large area_light for the sun, then?


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From: stbenge
Subject: Re: Light Challenge
Date: 18 Jun 2010 01:29:11
Message: <4c1b0427$1@news.povray.org>
Christian Froeschlin wrote:
> Samuel Benge wrote:
> 
>> Giving the sky_sphere a spherical gradient centered around the sun 
>> sort of
>  > bridges the gap between the sun's color and the atmosphere's, helping 
> to harmonize
>> the overall color balance.
> 
> Interesting. It's a bit like using a large area_light for the sun, then?

More like having an area_light in addition to a regular one. I've tried 
that without radiosity, and the results weren't very promising.


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From: Warp
Subject: Re: Light Challenge
Date: 6 Aug 2010 08:16:29
Message: <4c5bfd1d@news.povray.org>
On 06/14/2010 10:46 PM, How Camp wrote:
> Below is a primitive scene (no pun intended) with only a basic light source.
> With the restriction that you aren't allowed to change the camera or the objects
> (including their mundane textures), what creative lighting solutions can you
> come up with to make this image more interesting?

  Seems like nobody remembers this:

http://warp.povusers.org/povtips/


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From: Thomas de Groot
Subject: Re: Light Challenge
Date: 7 Aug 2010 10:10:35
Message: <4c5d695b$1@news.povray.org>
"Warp" <war### [at] tagpovrayorg> schreef in bericht 
news:4c5bfd1d@news.povray.org...
>  Seems like nobody remembers this:
>
> http://warp.povusers.org/povtips/

<sigh>
So it goes...  :-)

Thomas


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From: Stephen
Subject: Re: Light Challenge
Date: 7 Aug 2010 11:04:02
Message: <4c5d75e2$1@news.povray.org>
On 06/08/2010 1:16 PM, Warp wrote:
> On 06/14/2010 10:46 PM, How Camp wrote:
>> Below is a primitive scene (no pun intended) with only a basic light source.
>> With the restriction that you aren't allowed to change the camera or the objects
>> (including their mundane textures), what creative lighting solutions can you
>> come up with to make this image more interesting?
>
>    Seems like nobody remembers this:
>
> http://warp.povusers.org/povtips/

I've not and think that it should be required reading for all Povers..

-- 

Best Regards,
	Stephen


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