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Help! I'm trying to simulate tube lighting, and I'm not understanding
the results I get from a single dimension area light. Given the following
scene, how come I don't get a line of illumination?
camera {
location <1, 20, -20>
direction 1.5*z
right x*image_width/image_height
look_at 0
}
light_source {
<0,1,0> rgb 1
area_light <20,0,0>,<0,0,1>,20,1
adaptive 1 jitter
}
plane { y, 0 pigment { color rgb <0,0,1> } }
plane { z, 1 pigment { color rgb <1,0,0> } }
--
Rich Allen
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Rich <SrP### [at] ricoswebcom> wrote:
: how come I don't get a line of illumination?
Area lights affect *only* shadow calculations. Nothing else.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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Warp <war### [at] tagpovrayorg> wrote in news:3c689993@news.povray.org:
> Rich <SrP### [at] ricoswebcom> wrote:
>: how come I don't get a line of illumination?
>
> Area lights affect *only* shadow calculations. Nothing else.
Ah. Ok, I see where it says this in the docs. Sorry I missed that
before posting, but it seems so counter-intuitive; if the illumination
doesn't match the shadows, area_lights become very limited in their
usefulness.
So how do I get a smooth line of illumination? A simple array of point
lights doesn't work; either there aren't enough lights to provide smooth
illumination or there are too many to render in a reasonable time. <sigh>
--
Rich Allen
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"bob h" <omn### [at] charternet> wrote in news:3c68dc74@news.povray.org:
> Takes a workaround to get area highlighting. By reflection of the
> highly ambient light object or media can act as the glowing shape of a
> light.
Hmm, I'll have to try this. A cylinder with a really large ambient value,
along with radiosity, might give me the effect I'm after. Thanks!
--
Rich Allen
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