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From: Felbrigg
Subject: Lighting
Date: 4 Feb 2004 05:52:32
Message: <4020cef0$1@news.povray.org>
Can anyone give me pointers for lighting.  If I want to light an object on a
tabletop, is there a quick way of getting a realistic sunlight on it.  I've
tried making my light source yellowish ( the suns yellow/orange isnt it )
but I still end up with artificial looking lighting.


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From: Warp
Subject: Re: Lighting
Date: 4 Feb 2004 06:11:59
Message: <4020d37f@news.povray.org>
Felbrigg <som### [at] microsoftcom> wrote:
> Can anyone give me pointers for lighting.  If I want to light an object on a
> tabletop, is there a quick way of getting a realistic sunlight on it.  I've
> tried making my light source yellowish ( the suns yellow/orange isnt it )
> but I still end up with artificial looking lighting.

  That's because sunlight is white.

  What do you mean by "realistic sunlight" other than a white light source
far away (or using parallel light)?

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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From: Felbrigg
Subject: Re: Lighting
Date: 4 Feb 2004 06:25:51
Message: <4020d6bf$1@news.povray.org>
The problem with my question is that I dont know what to ask for!  My
tabletop scenes always seem rather flat and boring,  I was wondering if
there is a quick piece of pov code for a decent light source.  I've tried
area lights which give me a nice penumbra.

Is there a common light source object out there somewhere that many people
use in tabletop scenes that I dont know about?


"Warp" <war### [at] tagpovrayorg> wrote in message
news:4020d37f@news.povray.org...
> Felbrigg <som### [at] microsoftcom> wrote:
> > Can anyone give me pointers for lighting.  If I want to light an object
on a
> > tabletop, is there a quick way of getting a realistic sunlight on it.
I've
> > tried making my light source yellowish ( the suns yellow/orange isnt
it )
> > but I still end up with artificial looking lighting.
>
>   That's because sunlight is white.
>
>   What do you mean by "realistic sunlight" other than a white light source
> far away (or using parallel light)?
>
> -- 
> #macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb
x]
> [1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
> -1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// -
Warp -


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From: Warp
Subject: Re: Lighting
Date: 4 Feb 2004 08:18:00
Message: <4020f108@news.povray.org>
Felbrigg <som### [at] microsoftcom> wrote:
> The problem with my question is that I dont know what to ask for!  My
> tabletop scenes always seem rather flat and boring,  I was wondering if
> there is a quick piece of pov code for a decent light source.  I've tried
> area lights which give me a nice penumbra.

  Making your light source an area light certainly adds realism to the
scene when used well.

  If you want more realistic lighting you are probably looking for
radiosity. Be warned, though, that depending on the scene you might
get a good-looking radiosity right away or (most often than not)
you'll be fine-tuning the radiosity settings for hours and days
before you get something decent.

  Lighting is not, however, the only (nor even the most important) thing
that affects the realism of a scene. Textures (all its components,
pigment, finish and normal) are a very important part of making a
scene look realistic. Often a single texture alone can make an enormous
difference all the way from plastic CG-looking image to a photorealistic
one.
  I recommend that you practice making good-looking textures.

  (Focal blur is one feature which sometimes adds surprising amounts
of photorealism to a scene... Not always, though.)

-- 
#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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From: Dan P
Subject: Re: Lighting
Date: 4 Feb 2004 11:04:15
Message: <402117ff$1@news.povray.org>
Also, I find that using multiple light sources can go along way. Throw a
bright, shadowless indigo light at a different location (color rgb <0.8,
0.9, 1> for example) and it will add a lot of depth. In reality, there is
rarely only one light source and you don't always need radiosity to get a
realistic effect. Look at a book cover once: often, you'll see that one side
of the face is lit with a yellowish light and the other side is light with
an indigo/cyan light. It makes a really neat effect.

If you're willing, we're interested in seeing your work if you post it on a
site and helping you out that way too. There are lots of tricks of light
(pun intended) that can turn a blah scene into something amazing.


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From: Felbrigg
Subject: Re: Lighting
Date: 4 Feb 2004 11:29:46
Message: <40211dfa$1@news.povray.org>
I've already posted a couple of images in the binaries.images section namely
"Cactus halo" and "Rain Drops" but if you would like to help me out, look
there for one I've just posted called "Spilled Liquid" (Source included)
This is an example of an almost but never quite right table top image.  If
you can give me some tips on how to improve it, adjusting the lighting etc I
would be very grateful.

Thanks.


"Dan P" <dan### [at] yahoocom> wrote in message
news:402117ff$1@news.povray.org...
> Also, I find that using multiple light sources can go along way. Throw a
> bright, shadowless indigo light at a different location (color rgb <0.8,
> 0.9, 1> for example) and it will add a lot of depth. In reality, there is
> rarely only one light source and you don't always need radiosity to get a
> realistic effect. Look at a book cover once: often, you'll see that one
side
> of the face is lit with a yellowish light and the other side is light with
> an indigo/cyan light. It makes a really neat effect.
>
> If you're willing, we're interested in seeing your work if you post it on
a
> site and helping you out that way too. There are lots of tricks of light
> (pun intended) that can turn a blah scene into something amazing.
>
>


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From: Dan P
Subject: Re: Lighting
Date: 4 Feb 2004 13:56:22
Message: <40214056@news.povray.org>
"Felbrigg" <som### [at] microsoftcom> wrote in message
news:40211dfa$1@news.povray.org...
> I've already posted a couple of images in the binaries.images section
namely
> "Cactus halo" and "Rain Drops" but if you would like to help me out, look
> there for one I've just posted called "Spilled Liquid" (Source included)
> This is an example of an almost but never quite right table top image.  If
> you can give me some tips on how to improve it, adjusting the lighting etc
I
> would be very grateful.

No problem! I'll download those tonight when I get home (I'm at work right
now). I look forward to seeing your efforts!!!


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From: Dan P
Subject: Re: Lighting
Date: 4 Feb 2004 21:02:15
Message: <4021a427$1@news.povray.org>
"Dan P" <dan### [at] yahoocom> wrote in message
news:40214056@news.povray.org...
> "Felbrigg" <som### [at] microsoftcom> wrote in message
> news:40211dfa$1@news.povray.org...
> > I've already posted a couple of images in the binaries.images section
> namely
> > "Cactus halo" and "Rain Drops" but if you would like to help me out,
look
> > there for one I've just posted called "Spilled Liquid" (Source included)
> > This is an example of an almost but never quite right table top image.
If
> > you can give me some tips on how to improve it, adjusting the lighting
etc
> I
> > would be very grateful.
>
> No problem! I'll download those tonight when I get home (I'm at work right
> now). I look forward to seeing your efforts!!!

NICE JOB, Felbrigg!  JC had a good point about the background too. When we
have things that are reflective, we need something to reflect to make it
more intresting and make it stand out a bit. Another, different colored
light source in front and to the right gives it that extra something that
brings it alive (modified example follows):

#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"


#declare SnakeWood =
texture {  /* Bottom wood-grain layer */
    pigment {
        wood
        turbulence 0.05
        color_map {
            [0.00 rgb <0.58, 0.45, 0.23>]
            [0.34 rgb <0.65, 0.45, 0.25>]
            [0.40 rgb <0.33, 0.23, 0.13>]
            [0.47 rgb <0.60, 0.40, 0.20>]
            [1.00 rgb <0.25, 0.15, 0.05>]
        }
    }
    finish {
        crand 0.02
        //ambient 0.32
        diffuse 0.63
        phong 0.2
        phong_size 10
    }
    normal { bumps 0.05 }
}
texture {     /* top layer, adds small dark spots */
    pigment {
        bozo
        color_map {
            [0.0 rgbt <1.00, 1.00, 1.00, 1.00>]
            [0.8 rgbt <1.00, 0.90, 0.80, 0.80>]
            [1.0 rgbt <0.30, 0.20, 0.10, 0.40>]
        }
    scale 0.25
    }
}


// New stuff -- DAP
light_source
{
  <60, 20, -50>
  color rgb <0.2, 0.25, 0.3>
  shadowless
}

sky_sphere
{
 pigment
 {
  wrinkles

  color_map
  {
   [0, rgb <0, 0, 0> ]
   [1, rgb <0.7, 0.6, 0.5> ]
  }

  scale <0.1, 0.1, 0.1>
 }
}






light_source {<-20, 20, 0> color White area_light  <5, 0, 0>, <0, 0, 5>, 11,
11 adaptive 1 jitter photons { refraction on reflection on } }

camera  {
        location <0,10,-25> look_at <0,0,0>
       }

//background { Black }//color <0.25,0.35,0.80> }
box     {
        <-1,-1,-1>,
        <1,1,1>
        texture {
                pigment { Red }
                }
        scale <2,2,2>
        rotate <0,-15,0>
        translate <2,1,10>
        }
box     {
        <-1,-1,-1>,
        <1,1,1>
        texture {
                pigment { Red }
                }
        scale <2,2,2>
        rotate <0,-16,0>
        translate <2,1,-9>
        }
cylinder{
        <-1,-1,-1>,
        <1,1,1>,
        1
        texture {
                pigment { White*2 }
                }
        scale <1,5,1>
        translate <-7,3,0>
        }

plane   { <0, 1, 0>, -0.001
        texture { SnakeWood }//pigment { checker pigment{Red},
pigment{White} } scale <10,10,10> rotate <0,43,0>}
        }

#declare Point1 = <-10,1,10>;
#declare Point2 = <-10,1,0>;
#declare Point3 = <-10,1,-10>;
#declare Point4 = <0,1,-10>;
#declare Point5 = <10,1,-10>;
#declare Point6 = <15,1,2>;     //<10,1,0>;
#declare Point7 = <10,1,2>;    //<10,1,10>;
#declare Point8 = <0,1,10>;
#declare Point9 = <-14,1,12>; //<-10,1,10>;
#declare Point10 = <-10,1,0>;
#declare Point11 = <-10,1,-10>;

merge {
// outside of the puddle
sphere_sweep {
        cubic_spline
        11,
        Point1,1
        Point2,1
        Point3,1
        Point4,1
        Point5,1
        Point6,1
        Point7,1
        Point8,1
        Point9,1
        Point10,1
        Point11,1
        }

// inside of the puddle
prism {
    cubic_spline
    0, // sweep the following shape from here ...
    2, // ... up through here
    11, // the number of points making up the shape ...
        <Point1.x,Point1.z>,
        <Point2.x,Point2.z>,
        <Point3.x,Point3.z>,
        <Point4.x,Point4.z>,
        <Point5.x,Point5.z>,
        <Point6.x,Point6.z>,
        <Point7.x,Point7.z>,
        <Point8.x,Point8.z>,
        <Point9.x,Point9.z>,
        <Point10.x,Point10.z>,
        <Point11.x,Point11.z>
  }

        hollow
        texture {
                pigment {
                        Clear // rgbt <0.858824,0.576471,0.439216>
                        }
                finish  {
                        reflection { 0.1,0.8 }
                        }
                }
        interior        {
                        ior Water_Ior
                        }
        translate <0,-1.5,0>

 }


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From: Dan P
Subject: Re: Lighting
Date: 4 Feb 2004 21:04:05
Message: <4021a495$1@news.povray.org>
I just noticed on more thing that I think helps too: Adding a specular
highlight to the water. Sometimes, just using specular highlights instead of
reflections can make some interesting stuff. Here is the new code:

#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"


#declare SnakeWood =
texture {  /* Bottom wood-grain layer */
    pigment {
        wood
        turbulence 0.05
        color_map {
            [0.00 rgb <0.58, 0.45, 0.23>]
            [0.34 rgb <0.65, 0.45, 0.25>]
            [0.40 rgb <0.33, 0.23, 0.13>]
            [0.47 rgb <0.60, 0.40, 0.20>]
            [1.00 rgb <0.25, 0.15, 0.05>]
        }
    }
    finish {
        crand 0.02
        //ambient 0.32
        diffuse 0.63
        phong 0.2
        phong_size 10
    }
    normal { bumps 0.05 }
}
texture {     /* top layer, adds small dark spots */
    pigment {
        bozo
        color_map {
            [0.0 rgbt <1.00, 1.00, 1.00, 1.00>]
            [0.8 rgbt <1.00, 0.90, 0.80, 0.80>]
            [1.0 rgbt <0.30, 0.20, 0.10, 0.40>]
        }
    scale 0.25
    }
}


// New stuff -- DAP
light_source
{
  <60, 20, -50>
  color rgb <0.2, 0.25, 0.3>
  shadowless
}

sky_sphere
{
 pigment
 {
  wrinkles

  color_map
  {
   [0, rgb <0, 0, 0> ]
   [1, rgb <0.7, 0.6, 0.5> ]
  }

  scale <0.1, 0.1, 0.1>
 }
}






light_source {<-20, 20, 0> color White area_light  <5, 0, 0>, <0, 0, 5>, 11,
11 adaptive 1 jitter photons { refraction on reflection on } }

camera  {
        location <0,10,-25> look_at <0,0,0>
       }

//background { Black }//color <0.25,0.35,0.80> }
box     {
        <-1,-1,-1>,
        <1,1,1>
        texture {
                pigment { Red }
                }
        scale <2,2,2>
        rotate <0,-15,0>
        translate <2,1,10>
        }
box     {
        <-1,-1,-1>,
        <1,1,1>
        texture {
                pigment { Red }
                }
        scale <2,2,2>
        rotate <0,-16,0>
        translate <2,1,-9>
        }
cylinder{
        <-1,-1,-1>,
        <1,1,1>,
        1
        texture {
                pigment { White*2 }
                }
        scale <1,5,1>
        translate <-7,3,0>
        }

plane   { <0, 1, 0>, -0.001
        texture { SnakeWood }//pigment { checker pigment{Red},
pigment{White} } scale <10,10,10> rotate <0,43,0>}
        }

#declare Point1 = <-10,1,10>;
#declare Point2 = <-10,1,0>;
#declare Point3 = <-10,1,-10>;
#declare Point4 = <0,1,-10>;
#declare Point5 = <10,1,-10>;
#declare Point6 = <15,1,2>;     //<10,1,0>;
#declare Point7 = <10,1,2>;    //<10,1,10>;
#declare Point8 = <0,1,10>;
#declare Point9 = <-14,1,12>; //<-10,1,10>;
#declare Point10 = <-10,1,0>;
#declare Point11 = <-10,1,-10>;

merge {
// outside of the puddle
sphere_sweep {
        cubic_spline
        11,
        Point1,1
        Point2,1
        Point3,1
        Point4,1
        Point5,1
        Point6,1
        Point7,1
        Point8,1
        Point9,1
        Point10,1
        Point11,1
        }

// inside of the puddle
prism {
    cubic_spline
    0, // sweep the following shape from here ...
    2, // ... up through here
    11, // the number of points making up the shape ...
        <Point1.x,Point1.z>,
        <Point2.x,Point2.z>,
        <Point3.x,Point3.z>,
        <Point4.x,Point4.z>,
        <Point5.x,Point5.z>,
        <Point6.x,Point6.z>,
        <Point7.x,Point7.z>,
        <Point8.x,Point8.z>,
        <Point9.x,Point9.z>,
        <Point10.x,Point10.z>,
        <Point11.x,Point11.z>
  }

        hollow
        texture {
                pigment {
                        Clear // rgbt <0.858824,0.576471,0.439216>
                        }
                finish  {
                        reflection { 0.1,0.8 }
                        specular 0.5
                        }
                }
        interior        {
                        ior Water_Ior
                        }
        translate <0,-1.5,0>

 }


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From: Dan P
Subject: Re: Lighting
Date: 4 Feb 2004 21:53:42
Message: <4021b036$1@news.povray.org>
This kinda gives you the coffee look you were asking about. I dunno, I think
it still kinda looks like gravy though.
Mmmmmn, gravy.


#include "colors.inc"
#include "textures.inc"
#include "shapes.inc"


#declare SnakeWood =
texture {  /* Bottom wood-grain layer */
    pigment {
        wood
        turbulence 0.05
        color_map {
            [0.00 rgb <0.58, 0.45, 0.23>]
            [0.34 rgb <0.65, 0.45, 0.25>]
            [0.40 rgb <0.33, 0.23, 0.13>]
            [0.47 rgb <0.60, 0.40, 0.20>]
            [1.00 rgb <0.25, 0.15, 0.05>]
        }
    }
    finish {
        crand 0.02
        //ambient 0.32
        diffuse 0.63
        phong 0.2
        phong_size 10
    }
    normal { bumps 0.05 }
}
texture {     /* top layer, adds small dark spots */
    pigment {
        bozo
        color_map {
            [0.0 rgbt <1.00, 1.00, 1.00, 1.00>]
            [0.8 rgbt <1.00, 0.90, 0.80, 0.80>]
            [1.0 rgbt <0.30, 0.20, 0.10, 0.40>]
        }
    scale 0.25
    }
}


// New stuff -- DAP
light_source
{
  <60, 20, -50>
  color rgb <0.2, 0.25, 0.3>
  shadowless
}

sky_sphere
{
 pigment
 {
  wrinkles

  color_map
  {
   [0, rgb <0, 0, 0> ]
   [1, rgb <0.7, 0.6, 0.5> ]
  }

  scale <0.1, 0.1, 0.1>
 }
}






light_source {<-20, 20, 0> color White area_light  <5, 0, 0>, <0, 0, 5>, 11,
11 adaptive 1 jitter photons { refraction on reflection on } }

camera  {
        location <0,10,-25> look_at <0,0,0>
       }

//background { Black }//color <0.25,0.35,0.80> }
box     {
        <-1,-1,-1>,
        <1,1,1>
        texture {
                pigment { Red }
                }
        scale <2,2,2>
        rotate <0,-15,0>
        translate <2,1,10>
        }
box     {
        <-1,-1,-1>,
        <1,1,1>
        texture {
                pigment { Red }
                }
        scale <2,2,2>
        rotate <0,-16,0>
        translate <2,1,-9>
        }
cylinder{
        <-1,-1,-1>,
        <1,1,1>,
        1
        texture {
                pigment { White*2 }
                }
        scale <1,5,1>
        translate <-7,3,0>
        }

plane   { <0, 1, 0>, -0.001
        texture { SnakeWood }//pigment { checker pigment{Red},
pigment{White} } scale <10,10,10> rotate <0,43,0>}
        }

#declare Point1 = <-10,1,10>;
#declare Point2 = <-10,1,0>;
#declare Point3 = <-10,1,-10>;
#declare Point4 = <0,1,-10>;
#declare Point5 = <10,1,-10>;
#declare Point6 = <15,1,2>;     //<10,1,0>;
#declare Point7 = <10,1,2>;    //<10,1,10>;
#declare Point8 = <0,1,10>;
#declare Point9 = <-14,1,12>; //<-10,1,10>;
#declare Point10 = <-10,1,0>;
#declare Point11 = <-10,1,-10>;

merge {
// outside of the puddle
sphere_sweep {
        cubic_spline
        11,
        Point1,1
        Point2,1
        Point3,1
        Point4,1
        Point5,1
        Point6,1
        Point7,1
        Point8,1
        Point9,1
        Point10,1
        Point11,1
        }

// inside of the puddle
prism {
    cubic_spline
    0, // sweep the following shape from here ...
    2, // ... up through here
    11, // the number of points making up the shape ...
        <Point1.x,Point1.z>,
        <Point2.x,Point2.z>,
        <Point3.x,Point3.z>,
        <Point4.x,Point4.z>,
        <Point5.x,Point5.z>,
        <Point6.x,Point6.z>,
        <Point7.x,Point7.z>,
        <Point8.x,Point8.z>,
        <Point9.x,Point9.z>,
        <Point10.x,Point10.z>,
        <Point11.x,Point11.z>
  }

        hollow
        texture {
                pigment {
                 rgbft <0.2, 0.16, 0, 0.8, 0.3>
                        //Clear // rgbt <0.858824,0.576471,0.439216>
                        }
                finish  {
                        reflection { 0.1,0.9 }
                        specular 0.5
                        }
                }
        interior        {
                        ior Water_Ior
                        }
        translate <0,-1.5,0>

 }


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