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Can anyone point me to an example that shows how to make my spotlight appear
to have a cone of light seem to emanate and also glows without haven't to
use atmosphere (which seems to slow my rendering way down and adds too much
stuff outside my light area)?
thanks
Mitch
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In article <3c4234ef@news.povray.org>,
"Mitchell Waite" <mit### [at] dnaicom> wrote:
> Can anyone point me to an example that shows how to make my spotlight appear
> to have a cone of light seem to emanate and also glows without haven't to
> use atmosphere (which seems to slow my rendering way down and adds too much
> stuff outside my light area)?
Well, first, "atmosphere" is an obsolete feature, it has been replaced
by "media" in POV 3.1. POV 3.5 is currently in beta, you really should
upgrade to at least POV 3.1.
Anyway, the reason it is slow is the extra calculations for doing the
light scattering...you pretty much have to choose between fast rendering
and no light beams or slow rendering with visible beams. However, the
MegaPOV unofficial patch and the POV-Ray 3.5 beta have additional
sampling methods that can let you get away with much faster settings, so
you may want to check them out.
Or you might be able to fake it using a semitransparent cone or a
transparent cone filled with emitting media (which will render faster
than scattering media).
--
--
Christopher James Huff <chr### [at] maccom>
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"Christopher James Huff" <chr### [at] maccom> wrote in message
news:chr### [at] netplexaussieorg...
> In article <3c4234ef@news.povray.org>,
> "Mitchell Waite" <mit### [at] dnaicom> wrote:
>
> > Can anyone point me to an example that shows how to make my spotlight
appear
> > to have a cone of light seem to emanate and also glows without haven't
to
> > use atmosphere (which seems to slow my rendering way down and adds too
much
> > stuff outside my light area)?
>
> Well, first, "atmosphere" is an obsolete feature, it has been replaced
> by "media" in POV 3.1. POV 3.5 is currently in beta, you really should
> upgrade to at least POV 3.1.
> Anyway, the reason it is slow is the extra calculations for doing the
> light scattering...you pretty much have to choose between fast rendering
> and no light beams or slow rendering with visible beams. However, the
> MegaPOV unofficial patch and the POV-Ray 3.5 beta have additional
> sampling methods that can let you get away with much faster settings, so
> you may want to check them out.
>
> Or you might be able to fake it using a semitransparent cone or a
> transparent cone filled with emitting media (which will render faster
> than scattering media).
Here's an example of that, which would need adjusting for individual scenes:
camera {
location <0, 1, -5>
right 4/3*x
look_at 0
}
#declare S=3; // scale or width of beam
#declare D=10; // distance needed
#declare ConeOfLite=
cone {
0,0,y,1
pigment {rgbt 1}
interior {
media {
emission 0.67/S // intensity of air glow
density {
cylindrical
}
}
}
scale <S,D,S> // x and z are width, y is length or distance
hollow
}
light_source {
0, 1
spotlight
point_at y
radius 4*S
falloff 8*S
looks_like {ConeOfLite}
rotate <120,90,0> // turn to point somewhere
translate <-3,2,0> // lights position
}
plane {y,-1
pigment {rgb <.9,.6,.3>}
}
bob h
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Here it is with scattering so shadows show up in the light beam.
Admittedly, I don't know geometry well enough to keep the distance and width
of light beam in sync. Must be a formula for keeping angle relative to the
cone apex height and base diameter ratio.
BTW, this was fairly quick for me to render.
#declare F=1.333; // fudge factor
#declare D=10*F; // distance
#declare S=5*F; // scale
#declare ConeOfLite=
cone {
0,0,y,1
pigment {rgbt 1}
interior {
media {
emission 1/3/S // intensity of air glow
scattering {1,0.2}
density {
cylindrical
}
}
}
scale <S,D,S> // x and z are width, y is length or distance
hollow
}
light_source {
0, 1
spotlight
point_at y
radius 6*S
falloff 12*S
looks_like {ConeOfLite}
rotate <120,90,0> translate <-3,2,0>
}
plane {y,-1
pigment {rgb <.9,.6,.3>}
}
sphere {0,1 pigment {rgb .5}}
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Okay I figured out the errors of my way, my bad, which was that you have to
have some color in the object (I had it all white) AND you can't have it
completely transparent or you won't anything. Like this:
#declare Cone_Light =
material // Cone Light
{
texture
{
pigment
{
color rgbt <0.501961, 1.0, 1.0, 0.968733>
}
finish
{
ambient 1.0
diffuse 1.0
specular 0.007167
roughness 0.654133
}
}
}
Make sense? Now I guess I should add another cone inside of it to make it
more realistic?
"bob h" <omn### [at] charternet> wrote in message
news:3c424849$1@news.povray.org...
> Here it is with scattering so shadows show up in the light beam.
> Admittedly, I don't know geometry well enough to keep the distance and
width
> of light beam in sync. Must be a formula for keeping angle relative to
the
> cone apex height and base diameter ratio.
> BTW, this was fairly quick for me to render.
>
> #declare F=1.333; // fudge factor
> #declare D=10*F; // distance
> #declare S=5*F; // scale
>
> #declare ConeOfLite=
> cone {
> 0,0,y,1
> pigment {rgbt 1}
> interior {
> media {
> emission 1/3/S // intensity of air glow
> scattering {1,0.2}
> density {
> cylindrical
> }
> }
> }
> scale <S,D,S> // x and z are width, y is length or distance
> hollow
> }
>
> light_source {
> 0, 1
> spotlight
> point_at y
> radius 6*S
> falloff 12*S
> looks_like {ConeOfLite}
> rotate <120,90,0> translate <-3,2,0>
> }
>
> plane {y,-1
> pigment {rgb <.9,.6,.3>}
> }
>
> sphere {0,1 pigment {rgb .5}}
>
>
>
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I am trying to use the KISS method, how about this as a texture on a cone
with a spot aligned inside it?
#declare Cone_Light =
material // Cone Light
{
texture
{
pigment
{
color rgbt <0.501961, 1.0, 1.0, 0.968733>
}
finish
{
ambient 1.0
diffuse 1.0
specular 0.007167
roughness 0.654133
}
}
}
"Christopher James Huff" <chr### [at] maccom> wrote in message
news:chr### [at] netplexaussieorg...
> In article <3c4234ef@news.povray.org>,
> "Mitchell Waite" <mit### [at] dnaicom> wrote:
>
> > Can anyone point me to an example that shows how to make my spotlight
appear
> > to have a cone of light seem to emanate and also glows without haven't
to
> > use atmosphere (which seems to slow my rendering way down and adds too
much
> > stuff outside my light area)?
>
> Well, first, "atmosphere" is an obsolete feature, it has been replaced
> by "media" in POV 3.1. POV 3.5 is currently in beta, you really should
> upgrade to at least POV 3.1.
> Anyway, the reason it is slow is the extra calculations for doing the
> light scattering...you pretty much have to choose between fast rendering
> and no light beams or slow rendering with visible beams. However, the
> MegaPOV unofficial patch and the POV-Ray 3.5 beta have additional
> sampling methods that can let you get away with much faster settings, so
> you may want to check them out.
>
> Or you might be able to fake it using a semitransparent cone or a
> transparent cone filled with emitting media (which will render faster
> than scattering media).
>
> --
> --
> Christopher James Huff <chr### [at] maccom>
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In article <3c425d97$1@news.povray.org>,
"Mitchell Waite" <mit### [at] dnaicom> wrote:
> I am trying to use the KISS method, how about this as a texture on a cone
> with a spot aligned inside it?
Well, the simplest method would be to enclose the whole scene in a media
container, so you don't have to worry about the beams of light, and
automatically get shadows/etc.
> finish
> {
> ambient 1.0
> diffuse 1.0
> specular 0.007167
> roughness 0.654133
> }
You don't need specular and roughness, I don't see any reason you would
want highlights on what is supposed to be a lit volume of air. You
should probably set diffuse to 0 as well.
--
--
Christopher James Huff <chr### [at] maccom>
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On Sun, 13 Jan 2002 20:26:46 -0800, "Mitchell Waite"
<mit### [at] dnaicom> wrote:
>I am trying to use the KISS method, how about this as a texture on a cone
>with a spot aligned inside it?
The rays of light coming from the spotlight will never intersect the
cone. At most they will 'slide' on it, though it is unlikely due to
limited number accuracy with computers. So your light will not effect
your cone... if that helps any.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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Well POV Ray must be BROKE if that is true. Check out Terrain Sculpture TV
in povry.binaries.images. See
news:3c42673b@news.povray.org
I think that does just want I want. Plus this same technique is described in
the manual.
"Peter Popov" <pet### [at] vipbg> wrote in message
news:43554ugl1iggdcc853gq51ej6bu0rbqb10@4ax.com...
> On Sun, 13 Jan 2002 20:26:46 -0800, "Mitchell Waite"
> <mit### [at] dnaicom> wrote:
>
> >I am trying to use the KISS method, how about this as a texture on a cone
> >with a spot aligned inside it?
>
> The rays of light coming from the spotlight will never intersect the
> cone. At most they will 'slide' on it, though it is unlikely due to
> limited number accuracy with computers. So your light will not effect
> your cone... if that helps any.
>
>
> Peter Popov ICQ : 15002700
> Personal e-mail : pet### [at] vipbg
> TAG e-mail : pet### [at] tagpovrayorg
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no, they'll intersect. I meant to say the light should be
slightly *larger* than the cone so that the cone is sure to be
hit by the matching light.
The technique works fine- I've done it and animated it before.
-peter
--
Current obsession: "Ballet pour ma fille."
http://www.applesnake.net
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