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Le 2023-01-24 à 21:11, m@b a écrit :
> On 25/01/2023 5:17 AM, 88Keys wrote:
>> Hello.
>>
>> I'm trying to work with Area Lights, but I can't seem to orient them
>> correctly.
>> I've been trying a <-50 , 0 , 50 > , <50 , 0 , 50 > and that doesn't
>> seem to
>> illuminate my scene, so I tried a <-50 , 0 , 0 > , < 0 , 50 , 0 > in
>> an attempt
>> to make the angles at 90 degrees to each other, but that doesn't seem
>> to have
>> worked either.
>>
>> Any tips on how to generate a proper Area Light? The documentation is
>> a little
>> slim. What I have developed seems pretty dull, too.
>>
>> Thanks very much.
>>
>
>
>
> // author: Matthew Bradwell
> // date: 2023
> //--------------------------------------------------------------------------
> #version 3.8;
> global_settings{ assumed_gamma 1.0 }
> #default{ finish{ ambient 0.1 diffuse 0.9 }}
> #default{texture{pigment{rgb<1,0,0>} finish{phong 1}}}
> // camera
> ------------------------------------------------------------------
> camera {perspective angle 11 location <0,10,-30> look_at <0,2,0>
> right x*image_width/image_height}
>
> // Sky ------------------------------------------------------------------
> sky_sphere { pigment {rgb<0.3,0,1>*0.8}}
>
> // ground
> -------------------------------------------------------------------
> plane{ <0,1,0>, 0 texture{pigment{rgb<1,0.5,0.5>}}}
>
>
> sphere {<0,0,0>, 1 pigment {rgb<0.3,0,1>*0.8} translate<0,2,0>}
>
>
> // An area light (creates soft shadows)
> // WARNING: This special light can significantly slow down rendering times!
> light_source {
> <0,0,0> // light's position (translated below)
> color rgb 1.0 // light's color
> area_light
> <20, 0, 0> <0, 0, 20> // lights spread out across this distance
> (x * z)
Placed flat in a 20 by 20 square.
> // The light is oriented in the horizontal plane
(20x
> * 20z)
> // Adding circular and orient below will ignore this
> orientation
> // and automaticaly orient the light to be
> perpendicular to the
> // shadows it casts.
> 4, 4 // total number of lights in grid (4x*4z = 16
> lights)
That's a small array.
> adaptive 0 // 0,1,2,3...
And using adaptive with it gives almost no benefit. With that adaptive
value, you can use a 33 by 33 array with almost no performance hit.
> jitter // adds random softening of light
ESSENTIAL with such a small array
> circular // make the shape of the light circular
> orient // orient light
Make the light act as a spherical light source. This makes the
orientation of the array irrelevant, just setting the extant of the light.
> translate <40, 80, -40> // <x y z> position of light
> }
>
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