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From: Stephen
Subject: Re: Lamp with SSLT Figure
Date: 16 Feb 2011 14:10:11
Message: <4d5c2113$1@news.povray.org>
On 16/02/2011 6:38 PM, clipka wrote:
> Am 16.02.2011 16:36, schrieb Stephen:
>> On 15/02/2011 10:32 PM, Robert McGregor wrote:
>>> How does it look with the lamp switched on?
>>
>> In this image I gave the lampshade a filter of 0.15 and used colour rgb
>> <1.0,1.0,1.0>*50.
>
> Some aoi pattern might do good.

Thanks I'll try that. :-D

-- 
Regards
     Stephen


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From: Alain
Subject: Re: Lamp with SSLT Figure
Date: 16 Feb 2011 21:09:55
Message: <4d5c8373@news.povray.org>

> On 15/02/2011 10:32 PM, Robert McGregor wrote:
>> How does it look with the lamp switched on?
>
> In this image I gave the lampshade a filter of 0.15 and used colour rgb
> <1.0,1.0,1.0>*50.
>
>
> Using projected_through I got unexpected results not worth wasting disc
> space on.
>
> http://img140.imageshack.us/i/roomv4lamp01a01d2a0005.jpg/
>

Nice one.

It absolutely begs for area_light with area_illumination. You have 2 
choices: one area_light with circular orient the same dimention as that 
of the globe, or two area_lights, one small in the center, or slightly 
off center, representing the light bulb, and a second one as broad as 
the globe.

For the globe, you can try using back side illumination. Just add a 
second component after the diffuse component.

A trick that I did'nt try but may be interesting: Use inside_texture. 
Have the normal texture be totaly transparent and the interior texture 
with the texture you use now, keeping only the diffuse and ambient 
components of the finish. Any specular or phong highlight is to be 
applyed to the exterior texture, as well as reflections, if any.

In your test using projected_through, it looks like the light_source is 
not at the center of the globe but some distance under it.
It's possible that the code for projected_through is not designed for an 
object that surrounds the light and breaks down in that situation.




Alain


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From: Stephen
Subject: Re: Lamp with SSLT Figure
Date: 17 Feb 2011 04:12:08
Message: <4d5ce668$1@news.povray.org>
On 17/02/2011 2:09 AM, Alain wrote:

>
> Nice one.
>

Thanks.

> It absolutely begs for area_light with area_illumination. You have 2
> choices: one area_light with circular orient the same dimention as that
> of the globe, or two area_lights, one small in the center, or slightly
> off center, representing the light bulb, and a second one as broad as
> the globe.
>
> For the globe, you can try using back side illumination. Just add a
> second component after the diffuse component.
>

I'll wait until I can get my head around projected_through and 
looks_like but they are good ideas.

> A trick that I did'nt try but may be interesting: Use inside_texture.
> Have the normal texture be totaly transparent and the interior texture
> with the texture you use now, keeping only the diffuse and ambient
> components of the finish. Any specular or phong highlight is to be
> applyed to the exterior texture, as well as reflections, if any.
>

Again, worth trying.

> In your test using projected_through, it looks like the light_source is
> not at the center of the globe but some distance under it.

It does doesn't it but the light is at the centre of the spheres that 
make up the globe. Although the difference is below the the spheres.
> It's possible that the code for projected_through is not designed for an
> object that surrounds the light and breaks down in that situation.
>

I'm going to spend some time experimenting.


-- 
Regards
     Stephen


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From: Stephen
Subject: Re: Lamp with SSLT Figure
Date: 17 Feb 2011 04:14:38
Message: <4d5ce6fe$1@news.povray.org>
On 16/02/2011 7:10 PM, Stephen wrote:
> On 16/02/2011 6:38 PM, clipka wrote:
>>
>> Some aoi pattern might do good.
>
> Thanks I'll try that. :-D
>

On reflection (no pun intended) I haven't the slightest idea what 
pattern to use.

-- 
Regards
     Stephen


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From: Stephen
Subject: Re: Lamp with SSLT Figure
Date: 17 Feb 2011 04:18:39
Message: <4d5ce7ef@news.povray.org>
On 15/02/2011 12:12 PM, Stephen wrote:
> Another model, this time I used a DXF export from Poser as it is a
> single mesh as opposed to the multiple meshes a OBJ export gives. I also
> changed the room light from slightly yellow to white.
> As an aside when the lamp is rendered in isolation on a chequered plane
> the slight yellow cast in the fingers, toes and hair, disappears.

A close up using the scattering for "artificial" wax.


-- 
Regards
     Stephen


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Attachments:
Download 'roomv4lamp01a_01c5c1_.jpg' (152 KB)

Preview of image 'roomv4lamp01a_01c5c1_.jpg'
roomv4lamp01a_01c5c1_.jpg


 

From: clipka
Subject: Re: Lamp with SSLT Figure
Date: 17 Feb 2011 04:37:47
Message: <4d5cec6b$1@news.povray.org>
Am 17.02.2011 10:14, schrieb Stephen:
> On 16/02/2011 7:10 PM, Stephen wrote:
>> On 16/02/2011 6:38 PM, clipka wrote:
>>>
>>> Some aoi pattern might do good.
>>
>> Thanks I'll try that. :-D
>>
>
> On reflection (no pun intended) I haven't the slightest idea what
> pattern to use.

I think having the sphere be somewhat brighter where it faces the 
observer would be a good thing.


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From: Stephen
Subject: Re: Lamp with SSLT Figure
Date: 17 Feb 2011 04:51:02
Message: <4d5cef86$1@news.povray.org>
On 17/02/2011 9:37 AM, clipka wrote:
> Am 17.02.2011 10:14, schrieb Stephen:
>> On 16/02/2011 7:10 PM, Stephen wrote:

>> On reflection (no pun intended) I haven't the slightest idea what
>> pattern to use.
>
> I think having the sphere be somewhat brighter where it faces the
> observer would be a good thing.

So do I but it will need to wait until I explore AOI. ;-)

-- 
Regards
     Stephen


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From: Stephen
Subject: Re: Lamp with SSLT Figure
Date: 20 Feb 2011 10:13:08
Message: <4d612f84@news.povray.org>
On 17/02/2011 2:09 AM, Alain wrote:
> A trick that I did'nt try but may be interesting: Use inside_texture.
> Have the normal texture be totaly transparent and the interior texture
> with the texture you use now, keeping only the diffuse and ambient
> components of the finish. Any specular or phong highlight is to be
> applyed to the exterior texture, as well as reflections, if any.

How did you think of that?
Getting the diffuse value right is a balancing act. It depends in the 
light source, AA level, other objects in the scene and even the camera 
angle.


BTW Karma points to the first person who can tell me the story behind 
the lamp in the window, a telephone and an open door.

-- 
Regards
     Stephen


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Attachments:
Download 'roomv4lamp01a_01f1_.jpg' (116 KB)

Preview of image 'roomv4lamp01a_01f1_.jpg'
roomv4lamp01a_01f1_.jpg


 

From: Alain
Subject: Re: Lamp with SSLT Figure
Date: 21 Feb 2011 17:31:57
Message: <4d62e7dd$1@news.povray.org>

> On 17/02/2011 2:09 AM, Alain wrote:
>> A trick that I did'nt try but may be interesting: Use inside_texture.
>> Have the normal texture be totaly transparent and the interior texture
>> with the texture you use now, keeping only the diffuse and ambient
>> components of the finish. Any specular or phong highlight is to be
>> applyed to the exterior texture, as well as reflections, if any.
>
> How did you think of that?
> Getting the diffuse value right is a balancing act. It depends in the
> light source, AA level, other objects in the scene and even the camera
> angle.
>
>
> BTW Karma points to the first person who can tell me the story behind
> the lamp in the window, a telephone and an open door.
>

Some times, I think in a somewhat twisted way... ;)



Alain


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From: Stephen
Subject: Re: Lamp with SSLT Figure
Date: 21 Feb 2011 17:49:27
Message: <4d62ebf7$1@news.povray.org>
On 21/02/2011 10:31 PM, Alain wrote:
>
> Some times, I think in a somewhat twisted way... ;)
>

Well it works well. :-D

-- 
Regards
     Stephen


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