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"waggy" <hon### [at] handbasket org> 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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Alain <aze### [at] qwerty org> wrote:
> That's a ring of 30 coloured lights
Clever idea!
My eye is continually drawn to the dark center of the torus. :)
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"Samuel Benge" <stb### [at] hotmail com> 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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"How Camp" <hac### [at] gmail com> wrote:
> "Samuel Benge" <stb### [at] hotmail com> 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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> 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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Attachments:
Download 'light.gif' (747 KB)
Preview of image 'light.gif'
![light.gif](/povray.binaries.images/attachment/%3Cweb.4c1a7941ad2ae755da6353d60%40news.povray.org%3E/light.gif?preview=1)
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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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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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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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"Warp" <war### [at] tag povray org> 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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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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