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Actually I want them to point up... in the original version of this scene
there are more objects that they should be shining on. When I realized they
weren't shining on anything, I began commenting out things one by one to try
to find out what was blocking the lights. I copied the "un-commented" code
into a new file to post. Otherwise I'd have sent in a .pov file with
something like 500 lines commented out -- more than half. I will try your
suggestion though, and see if it makes any difference. If it does, then at
least it'll be a starting point.
Thanks a lot.
--Dave
Bob Hughes wrote in message <370D7E03.31BB938A@aol.com>...
>Try changing all your point_at 50*y to -50*y to direct them downward
>instead. They still behave like spotlights, that is, they point in one
>direction; not endless cylinders going in both directions. I first
>thought they did myself.
>I didn't try your script out, though I believe that is the answer.
>>
>> [Image]
>>
>> [Image]
>>
>> // Textures
>>
>> // I'm using a staggared radial texture for the floor. Here's the
>> // basic texture... It will be phased later to get the circular-checkered
>> // effect. Kind of like the floor on the stage of this year's Academy
Awards, but not exactly.
>> #declare rad =
>> pigment {
>> radial
>> color_map {
>> [0.5 color rgb 1.0]
>> [0.5 color rgb 0.0]
>> }
>> frequency 10
>> }
>>
>> // here is the texture of the rings that will surround the floor
>> // and contain the fountains, and for all the other stone in the scene as
well.
>> #declare stonetexture =
>> texture {
>> pigment {
>> color rgb 0.5
>> }
>>
>> normal {granite 1}
>> }
>>
>> // Lights... camera... ...ray trace!
>>
>> light_source {
>> <0, 1000, 0>
>> color rgb 0.5//<0.17, 0.17, 0.2>
>> media_attenuation off
>> media_interaction off
>> shadowless // this is always shadowless. just to help illuminate
things while I try
>> // to figure out why the cylinder lights don't light
>> }
>>
>> // these are the cylindrical lights
>>
>> light_source { // #1
>> <0, 0, 82>
>> color rgb <2.00, 0.50, 0.50>
>> cylinder
>> radius 45
>> falloff 47
>> tightness 100
>> point_at <0, 50, 82>
>> rotate <0, 270, 0>
>> media_interaction on
>> shadowless //made this shadowless for test run
>> }
>>
>> light_source { //#2
>> <0, 0, 82>
>> color rgb <2.00, 1.00, 0.50>
>> cylinder
>> radius 45
>> falloff 47
>> tightness 100
>> point_at <0, 50, 82>
>> rotate <0, 306, 0>
>> media_interaction on
>> shadowless //made this shadowless for test run
>> }
>>
>> light_source { //#3
>> <0, 0, 82>
>> color rgb <2.00, 2.00, 0.50>
>> cylinder
>> radius 45
>> falloff 47
>> tightness 100
>> point_at <0, 50, 82>
>> rotate <0, 342, 0>
>> media_interaction on
>> shadowless //made this shadowless for test run
>> }
>>
>> light_source { //#4
>> <0, 0, 82>
>> color rgb <0.50, 2.00, 0.50>
>> cylinder
>> radius 45
>> falloff 60
>> tightness 100
>> point_at <0, 50, 82>
>> rotate <0, 18, 0>
>> media_interaction on
>> shadowless //made this shadowless for test run
>> }
>>
>> light_source { //#5
>> <0, 0, 82>
>> color rgb <0.50, 0.50, 2.00>
>> cylinder
>> radius 45
>> falloff 47
>> tightness 100
>> point_at <0, 50, 82>
>> rotate <0, 54, 0>
>> media_interaction on
>> shadowless //made this shadowless for test run
>> }
>>
>> light_source { //#6
>> <0, 0, 82>
>> color rgb <2.00, 0.50, 2.00>
>> cylinder
>> radius 45
>> falloff 47
>> tightness 100
>> point_at <0, 50, 82>
>> rotate <0, 90, 0>
>> media_interaction on
>> shadowless //made this shadowless for test run
>> }
>>
>> camera {
>> location <0, 200, 0>
>> look_at <0, 0, 0>
>> }
>>
>> // Every scene needs some objects.
>>
>> // I've never used discs before.. but layering concentric rings
>> // was the only way I could think of to get the pattern I wanted.
>> // The discs have the "rad" pattern, one half phase off from each other.
>>
>> disc { // White circle in the center
>> <0, 0, 0>, y, 5
>> pigment {color rgb 1}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 10, 5
>> pigment {rad}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 15, 10
>> pigment {rad phase 0.5}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 20, 15
>> pigment {rad}
>> }
>>
>>
>> disc {
>> <0, 0, 0>, y, 25, 20
>> pigment {rad phase 0.5}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 30, 25
>> pigment {rad}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 35, 30
>> pigment {rad phase 0.5}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 40, 35
>> pigment {rad}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 45, 40
>> pigment {rad phase 0.5}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 50, 45
>> pigment {rad}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 55, 50
>> pigment {rad phase 0.5}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 60, 55
>> pigment {rad}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 65, 60
>> pigment {rad phase 0.5}
>> }
>>
>> disc {
>> <0, 0, 0>, y, 70, 65
>> pigment {rad}
>> }
>>
>>
>> // this large ring immediately surrounds the floor
>> difference {
>> cylinder {
>> <0, -3, 0>, <0, 1, 0>, 72
>> }
>>
>> cylinder {
>> <0, -3.1, 0>, <0, 1.1, 0>, 70
>> }
>> texture {stonetexture}
>> }
>>
>> // this outer ring will surround the floor, and the several mini-rings
that will hold the fountains.
>> difference {
>> cylinder {
>> <0, -3, 0>, <0, 1, 0>, 94
>> }
>>
>> cylinder {
>> <0, -3.1, 0>, <0, 1.1, 0>, 92
>> }
>> texture {stonetexture}
>> }
>>
>> // Here's the ground that will surround the floor. I cut out the area
where
>> // the floor and rings are so you don't see grass (or this really bad
>> // aproximation of grass) in the bottom.
>> difference {
>> plane {
>> y, -0.5
>> texture {
>> pigment {
>> color rgb <0.25, 1.00, 0.25>
>> }
>>
>> normal {
>> average
>> normal_map { // just arbitary
trial & error numbers to not
>> [granite 2] // have too smooth
of a ground
>> [bumps 1]
>> [dents 2]
>> [crackle 1]
>> }
>> }
>> }
>> hollow
>> }
>>
>> cylinder {
>> <0, -3.00001, 0>, <0, 1, 0>, 94
>> texture {
>> pigment {
>> color rgb 0.50
>> }
>>
>> normal {
>> average
>> normal_map {
>> [granite 2] // more arbitrary
trial & error valuse to make
>> [crackle 2] // the inside of the
pools not be smooth
>> }
>> }
>> }
>> hollow
>> no_shadow
>> }
>> hollow on
>> }
>>
>
>--
> omniVERSE: beyond the universe
> http://members.aol.com/inversez/homepage.htm
> mailto:inv### [at] aol com?Subject=PoV-News
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