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Every time that I try to scale the blub down to fix properly on the the
lamp, I get 2 blubs on top of each other. how do I get rid of the 2nd
blub? I'm including the lightblub.inc file. here's the code:
#include "lightblub.inc"
#include "colors.inc"
#include "metals.inc"
#declare Blub = light_source {
<0,2,0>
color rgb <1,1,1>
area_light x*1, y*1, 2, 2
adaptive 1
jitter
looks_like {Lightblub}
}
#declare Radiosity=on;
global_settings {
assumed_gamma 1.0
//max_trace_level 25
#if (Radiosity)
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 35 // higher -> higher quality (1..1600)
[35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 1.8 // higher -> smoother, less accurate
[1.8]
recursion_limit 3 // how much interreflections are
calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last
pretrace step
gray_threshold 0.0 // increase for weakening colors (0..1)
[0]
minimum_reuse 0.015 // reuse of old radiosity samples
[0.015]
brightness 1 // brightness of radiosity effects
(0..1) [1]
adc_bailout 0.01/2
//normal on // take surface normals into account
[off]
//media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off [on]
//max_sample 1.0 // maximum brightness of samples
}
#end
}
#default {
texture {
pigment {rgb 1}
#if (Radiosity)
finish {
ambient 0.0
diffuse 0.6
specular 0.3
}
#else
finish {
ambient 0.1
diffuse 0.6
specular 0.3
}
#end
}
}
// ----------------------------------------
camera {
right x*image_width/image_height
location <0,1.5,-4>
look_at <0,1,0>
}
light_source {
<500,500,-500> // light's position
color rgb <1, 1, 1> // light's color
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
// ----------------------------------------
plane {
y, 0
texture {
pigment {
checker
color rgb <1.0, 0.8, 0.6>
color rgb <1.0, 0.0, 0.0>
scale 0.5
}
}
}
union {
cylinder {
0*y .15*y .5
}
cylinder {
0*y 1.5*y .15
}
object { Blub scale .5}
texture { pigment { color Black } finish { F_MetalB } } }
__________________________________________________________________ Wade
Markham ICQ#: 44258048 Current ICQ status: + More ways to contact me i See
more about me:
__________________________________________________________________
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Attachments:
Download 'lightblub.inc.txt' (1 KB)
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Wade wrote:
> Every time that I try to scale the blub down to fix properly on the the
> lamp, I get 2 blubs on top of each other. how do I get rid of the 2nd
> blub? I'm including the lightblub.inc file. here's the code:
The problem is not in the *.pov file but in the *.inc file.
And its not a syntex error either, everything there will work
exactly as typed... *exactly* as typed....
It seems as if you used the *.inc file to test the object "Lightblub"
by including there two lights in the *.inc file itself:
light_source
{
<0,2,0> color rgb <1,1,1>
area_light x*1, y*1, 2,2
adaptive 1 jitter
looks_like {Lightblub}
}
light_source
{
<0,20,0>color Gray75
fade_distance 10 fade_power 2
shadowless
}
These two light_sources get included whenever you use the *.inc file on
another scene.
You might want to move these to the *.pov file where you can better keep
track of where they get put in the scene (if at all).
-or-
You might want to
#declare Bulb =
union
{
light_source
{
<0,2,0> color rgb <1,1,1>
area_light x*1, y*1, 2,2
adaptive 1 jitter
looks_like {Lightblub}
}
light_source
{
<0,20,0>color Gray75
fade_distance 10 fade_power 2
shadowless
}
}
in the *.inc file and use it in the *.pov file where you need.
Hope this helps some.
disclamer: all indenting represented here is of my own style and does
not reflect the styles of the POV design team, the POV-TAG, or anyone
else in this news-group. Any simularities to anything you may have seen
before is purely coincidental.
Post a reply to this message
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