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I've designed an old oil lamp, but am hjaving problems assigning photons
to the globe. Basically, if photon's are off the base of the lamp
causes a shadow to form beneath the lamp (as it should), but if rendered
with photons on this shadow is lost, as is the projection of
yellow-orange light onto the ground. I suspect that photons are getting
assiged to both the metal and glass parts of the lamp. Is this what
happened, and if so how do I fix it?
I've attached the code below. If you render it as-is you should get an
image with 2 lamps - the one on the left has photon's on, the one on the
right has photon's off. If you only render the one with photons on
you'll see that id doesn't cast any shadows, or illuminate the ground,
whereas both of these happen with photons off.
Thanx
Bryan
/*===============================================================
Oil Lamp
Makes an oil lamp, with glass globe and copper base
Flame is made up of emiting media plus a point light
Using this object:
Photon's must be on to get refractive characteristics of glass
Calling the lamp (macro):
Oil_Lamp (Photons_On)
Photons_On = on/off statement allowing an #if statmement to be
used to turn photons on or off.
===============================================================*/
//--------------------------Include Files------------------------------
#include "colors.inc"
#include "metals.inc"
#include "glass.inc"
#macro Oil_Lamp (Photons_On)
#declare Globe = lathe {
cubic_spline
8,
<0.5,-1>, <0.45,0>, <0.45,0.5>, <1.25,1>, <1.25,1.5>, <0.75,3>,
<0.45,5>, <0.45, 5.5>
hollow on
texture {
pigment { Col_Glass_Old }
finish { F_Glass3 }
}// end texture
#if (Photons_On = on)
photons{
target
reflection off
refraction on
}//end photons
#end
}//end lathe
#declare LampBase = union {
cylinder {
<0,0,0>, <0,0.25,0>, 1.25
texture {
pigment { P_Brass3 }
finish { F_MetalC }
}//end finish
}// end bottom cylinder
difference {
sphere {
<0,1.2,0>, 1.66
texture {
pigment { P_Brass3 }
finish { F_MetalC }
}//end texture
scale y*0.6
interior { I_Glass }
}//end sphere
box {
<-5,0.6,5>, <5,3,-5>
texture {
pigment { P_Brass3 }
finish { F_MetalC }
}
}
sphere {
<0,1.4,0>, 1.63
texture {
pigment { P_Brass3 }
finish { F_MetalB }
}//end texture
scale y*0.6
}//end sphere*/
}//end difference
union {
cone {
<0,0,0>, 0.5, <0,2.5,0>, 1.25
texture {
pigment { P_Brass3 }
finish { F_MetalC }
}//end texture
}//end cone
sphere {
<0,5,0>, 1.2
scale y*0.5
texture {
pigment { P_Brass3 }
finish { F_MetalC }
}//end texture
}//end sphere
torus {
1.2, 0.1
texture {
pigment { P_Brass3 }
finish { F_MetalC }
}//end texture
translate y*2.5
}//end torus
cone {
<0,3,0>, 0.25, <0,3.5,0>, 0.5
texture {
pigment { P_Brass3 }
finish { F_MetalC }
}//end texture
}//end cone
torus {
0.5, 0.05
texture {
pigment { P_Brass3 }
finish { F_MetalC }
}//end texture
translate y*3.5
}//end torus
cone {
<0,3.5,0>, 0.5, <0,3.9,0>, 0.1
texture {
pigment { P_Brass3 }
finish { F_MetalC }
}//end texture
}//end cone
}//end union
}//end lamp base union
#declare Flame = union {
difference{
sphere{0, 0.5}
sphere{<0, -0.3, 0>, 0.35}
hollow
pigment { rgbt 1}
interior
{ media
{ emission rgbf <3, 1.85, 0.1, 0.2>
density {
cylindrical
color_map{
[0.3 rgb 1]
[1 rgb <0.2, 0.2, 4>]
}//end color map
turbulence 0.15
} //end density
} //end media
} //end interior
scale<.7, 2.5, .7>
}//end flame difference
light_source {
<0,-0.53,0>
color rgb <3,1.85,0.1>
}
}//end flmae union
#declare WholeLamp = union {
object { Globe translate y*3.5 }
object { LampBase }
object { Flame translate y*4.5}
}
object {WholeLamp}
#end //end oil lamp macro
//------------------------Sample Scene---------------------------------
//
global_settings {
photons {
count 20000
autostop 0
jitter .4
}
}
//Setup Camera
camera {
location <0,5,-30>
look_at <0,4,0.01>
angle 30
}
//Setup Environment
plane {
<0,1,0>, 0
pigment { color Grey }
}
object {
Oil_Lamp (on)
translate x*-3
} //end lamp
object {
Oil_Lamp (off)
translate x*3
} //end lamp
Post a reply to this message
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Bryan Heit nous apporta ses lumieres en ce 2005-04-25 09:37:
> I've designed an old oil lamp, but am hjaving problems assigning photons
> to the globe. Basically, if photon's are off the base of the lamp
> causes a shadow to form beneath the lamp (as it should), but if rendered
> with photons on this shadow is lost, as is the projection of
> yellow-orange light onto the ground. I suspect that photons are getting
> assiged to both the metal and glass parts of the lamp. Is this what
> happened, and if so how do I fix it?
>
> I've attached the code below. If you render it as-is you should get an
> image with 2 lamps - the one on the left has photon's on, the one on the
> right has photon's off. If you only render the one with photons on
> you'll see that id doesn't cast any shadows, or illuminate the ground,
> whereas both of these happen with photons off.
>
> Thanx
>
> Bryan
>
> /*===============================================================
>
> Oil Lamp
>
> Makes an oil lamp, with glass globe and copper base
>
>
> Flame is made up of emiting media plus a point light
>
>
> Using this object:
> Photon's must be on to get refractive characteristics of glass
>
> Calling the lamp (macro):
> Oil_Lamp (Photons_On)
> Photons_On = on/off statement allowing an #if statmement to be
> used to turn photons on or off.
>
>
> ===============================================================*/
>
> //--------------------------Include Files------------------------------
>
> #include "colors.inc"
> #include "metals.inc"
> #include "glass.inc"
>
> #macro Oil_Lamp (Photons_On)
>
> #declare Globe = lathe {
> cubic_spline
> 8,
> <0.5,-1>, <0.45,0>, <0.45,0.5>, <1.25,1>, <1.25,1.5>, <0.75,3>,
> <0.45,5>, <0.45, 5.5>
> hollow on
> texture {
> pigment { Col_Glass_Old }
> finish { F_Glass3 }
> }// end texture
> #if (Photons_On = on)
> photons{
> target
> reflection off
> refraction on
> }//end photons
> #end
> }//end lathe
>
I think that the problem in in the lathe you used. Even if you used the hollow option,
it's
effectively "solid", in that it don't have any open space inside of it.
Try using a difference of your lathe with itself scaled <0.9,1.01,0.9>(smaller
diameter, very
slightly taller to remove coincident surfaces). You can also make the lathe come back
to make the
inside empty.
Another thing, if all elements of a CSG object share the same texture and finish, it's
preferable to
assing your texture once to the whole object, not to each of it's elements. It makes
smaller, easier
to read and maintain code, it also save memory when rendering, possibly gaining some
little speed.
You can always use some textures for individual elements if you want to have some that
have a
different texture.
Alain
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Bryan Heit <bjh### [at] nospamucalgaryca> wrote:
> #declare Globe = lathe {
> cubic_spline
> 8,
> <0.5,-1>, <0.45,0>, <0.45,0.5>, <1.25,1>, <1.25,1.5>, <0.75,3>,
> <0.45,5>, <0.45, 5.5>
> hollow on
Do you understand what 'hollow' is for?
--
- Warp
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Alain wrote:
> I think that the problem in in the lathe you used. Even if you used the
> hollow option, it's effectively "solid", in that it don't have any open
> space inside of it.
> Try using a difference of your lathe with itself scaled
> <0.9,1.01,0.9>(smaller diameter, very slightly taller to remove
> coincident surfaces). You can also make the lathe come back to make the
> inside empty.
This has made the globe look much nicer. Even better, I can switch to
a quadratic spline to speed things up. Unfortunately, it does not solve
the problem of the lamp projecting light onto the ground, or casting
it's own shadow.
> Another thing, if all elements of a CSG object share the same texture
> and finish, it's preferable to assing your texture once to the whole
> object, not to each of it's elements. It makes smaller, easier to read
> and maintain code, it also save memory when rendering, possibly gaining
> some little speed. You can always use some textures for individual
> elements if you want to have some that have a different texture.
I usually do this, but as you can probably tell from my code I
guestimagted the shape of the lamp, and haven't had a chance to clean up
the code yet.
>
> Alain
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