|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
I tried the following:
1) point light source with "fading_distance" and "fade_power",
but found out, that the light in far distance gets a
constant level, NOT completely dark! So the pillars are
visible even in infinity. I even tried a darker light.
2) I added an ambient light with:
global_settings { ambient_light rgb<0.1, 0.1, 0.1> }
which (to my astonishment) DARKENS the whole scene.
However the floor in close distance is too dark now.
3) I added a spotlight pointing to the bottom of the
camera position.
However objects in close distance give wrong shadows now.
And the radius and falloff is difficult to find off, because
when touching near objects, the light cone should not be visible
on vertical structures.
Is there a simpler possibility to create a light which is more
realistic and simpler?
Thanks for help!
Icetoaster.
P.S.: Attached is the scene. Set c=1, 2, or 3 if you want to see the
results of steps 1,2, and 3 described above.
#include "colors.inc"
#include "stones.inc"
#include "textures.inc"
background { color Black }
// ----------------------------------------
#declare c=5; // Number of scene to render:
// 1=Lots of Pillars (fading point light)
// 2=Lots of Pillars (fading point light + global darkening)
// 3=Lots of Pillars (fading point light + global darkening + spot
light)
// 4=DragonEggHolder only
// 5=DragonEggPillar from floor
// 6=DragonEggPillar from above
#declare texbot=texture{T_Stone18 scale 4};
#declare texcols=texture {PinkAlabaster scale 0.2};
//#declare texbot=pigment{Gray80}
//#declare texcols=pigment{Gray60}
#if (c=4)
camera { // EggHolder
location <0, 1.0, -3.0>
look_at <0.0, 0.0, 0.0>
right x*image_width/image_height
}
#end
#if (c=5)
camera { // Pillar at Floor
location <0.0, 1.0, -7.0>
look_at <0.0, 2.0, 0.0>
right x*image_width/image_height
}
#end
#if (c=6)
camera { // Pillar at Top
location <0, 10.0, -5.0>
look_at <0.0, 6.0, 0.0>
right x*image_width/image_height
}
#end
#if (c<=3)
camera { // Lots of Pillars at Floor
location <27.0, 1.5, -5.0>
look_at <30.0, 2.0, .0>
right x*image_width/image_height
}
light_source { // Fading point light -> constant lighting on background
pillars
<26.5, 0.5, -5.0>
color White
fade_distance 5
fade_power 1
}
#if (c>=2)
global_settings { ambient_light rgb<0.1, 0.1, 0.1> } // darkens the scene
#end
// create a point "spotlight" (conical directed) light source
#if (c=3)
light_source {
<26.5, 2.0, -3.0>
color White
spotlight // this kind of light source
point_at <26.5, 0.0, -3.0> // direction of spotlight
radius 50 // hotspot (inner, in degrees)
tightness 0 // tightness of falloff (1...100) lower is
softer, higher is tighter
falloff 79 // intensity falloff radius (outer, in degrees)
//shadowless /* does not work */
}
#end
#end
#if (c>=4)
light_source {
<0,100,-40>
color <2,2,2>
}
#end
/**
* Dragon egg holders for DragonPillar
*/
#declare DragonEggHolder=
union {
difference { // Steg
cylinder { <-1.0,-0.2,0.0>, <0.0,-0.2,0.0>, 0.1 }
sphere { <0,0,0>, 0.43 scale <1.0,1.3,1.0>}
}
intersection { // spherical holder
difference {
sphere { <0,0,0>, 0.50 }
sphere { <0,0,0>, 0.43 }
}
box{ <-0.5,-0.5,-0.5>, <0.5,0,0.5> }
scale <1.0,1.3,1.0>
}
translate <1.0,0.5,0.0>
texture {texcols}
}
/**
* Pillar with dragon egg holders (Bigrim Preface)
*/
#declare DragonPillar=
union {
#local maxy=60;
#local yh=1;
#local ystep=1.0;
#local w=0;
object { cylinder { <0,0,0>, <0,maxy,0>, 0.4 } texture{texcols} }
#while ( yh < maxy )
object { DragonEggHolder rotate w*y translate yh*y }
#local yh=yh+ystep;
#local w=w+75;
#if ( w >=360 )
#local w=w-360;
#end
#end
}
/**
* Wood of DragonPillars (11x11)
*/
#if (c<=3)
#declare DragonPillarWood=
union {
#local i=0;
#local k=0;
#while (k < 10)
#while ( i < 10 )
object { DragonPillar translate <i*15, 0, k*15> }
#local i=i+1;
#end
#local k=k+1;
#local i=0;
#end
}
#end
/**
* Set all object models here:
*/
#if (c=4)
plane { y,0 pigment { checker Green Black } }
object {DragonEggHolder}
#end
#if (c=5 | c=6)
plane { y,0 pigment { checker Green Black } }
object {DragonPillar}
#end
#if (c<=3)
plane { y,0 texture{texbot}}
object {DragonPillarWood}
#end
Post a reply to this message
|
|
| |
| |
|
|
From: Hughes, B
Subject: Re: Howto create a light fading completely dark at distance? Scene attached
Date: 28 Aug 2004 22:51:47
Message: <413144c3$1@news.povray.org>
|
|
|
| |
| |
|
|
A fog with color rgb 0, or media, and attenuation might be what you need to
use. Without either of those there wouldn't be any kind of atmosphere to
obscure things at distance.
Post a reply to this message
|
|
| |
| |
|
|
From: Slime
Subject: Re: Howto create a light fading completely dark at distance? Scene attached
Date: 29 Aug 2004 00:08:37
Message: <413156c5@news.povray.org>
|
|
|
| |
| |
|
|
> 1) point light source with "fading_distance" and "fade_power",
> but found out, that the light in far distance gets a
> constant level, NOT completely dark! So the pillars are
> visible even in infinity. I even tried a darker light.
>
> 2) I added an ambient light with:
> global_settings { ambient_light rgb<0.1, 0.1, 0.1> }
> which (to my astonishment) DARKENS the whole scene.
> However the floor in close distance is too dark now.
It seems that you're not aware that there is a default ambient light
setting. The default for the global_settings ambient_light setting is rgb
<1,1,1>. This is multiplied by each object's ambient light setting, which is
set in the object's texture's finish and has a default of rgb <0.1, 0.1,
0.1>. That means that by default, even without any light sources, all
objects will show at 1/10 their intensity.
In order to remove this ambient light and start from pure blackness, you can
set the default ambient light value for all objects like this:
#default {finish {ambient 0}}
Since you seem to want your light sources to be completely in charge of the
lighting, you may also want to set diffuse to 1 (the default is 0.6) so that
the incoming light color is multiplied by the full color of the object's
pigment (as opposed to just 60% of it):
#default {finish {ambient 0 diffuse 1}}
Though doing so is not necessary to create blackness.
> 3) I added a spotlight pointing to the bottom of the
> camera position.
> However objects in close distance give wrong shadows now.
> And the radius and falloff is difficult to find off, because
> when touching near objects, the light cone should not be visible
> on vertical structures.
I'm not quite clear what you're saying here.
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
|
|
| |
| |
|
|
From: Warp
Subject: Re: Howto create a light fading completely dark at distance? Scene attached
Date: 30 Aug 2004 05:21:16
Message: <4132f18c@news.povray.org>
|
|
|
| |
| |
|
|
Hughes, B. <bob### [at] charternet> wrote:
> A fog with color rgb 0, or media, and attenuation might be what you need to
> use. Without either of those there wouldn't be any kind of atmosphere to
> obscure things at distance.
No, that's not the correct solution to the problem. He wants the light
emitted by light sources to fade to completely black, not the rays emitted
by the camera, which is a completely different thing.
The correct explanation and solution were already given: The default
global ambient light level is (iirc) 0.3, and setting it to 0 does what
he wants.
--
#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 -
Post a reply to this message
|
|
| |
| |
|
|
From: Hughes, B
Subject: Re: Howto create a light fading completely dark at distance? Scene attached
Date: 30 Aug 2004 14:21:17
Message: <4133701d$1@news.povray.org>
|
|
|
| |
| |
|
|
"Warp" <war### [at] tagpovrayorg> wrote in message
news:4132f18c@news.povray.org...
> Hughes, B. <bob### [at] charternet> wrote:
>> A fog with color rgb 0, or media, and attenuation might be what you need
>> to
>> use. Without either of those there wouldn't be any kind of atmosphere to
>> obscure things at distance.
>
> No, that's not the correct solution to the problem. He wants the light
> emitted by light sources to fade to completely black, not the rays emitted
> by the camera, which is a completely different thing.
>
> The correct explanation and solution were already given: The default
> global ambient light level is (iirc) 0.3, and setting it to 0 does what
> he wants.
Okay, but it did seem like they wanted a falloff that reached zero within a
finite distance for light-facing surfaces. I didn't think any value of
fade_power. Unless maybe using zero fade_distance, negatives, or something?
Default finish ambient is 0.1, last I checked, just so that doesn't get
confused. I know it can seem like it's higher, making everything unblack
even if in complete shadow. And ambient_light defaults to 1, the multiplier
for all ambient finishes.
Please correct me if I'm wrong, of course. ;-)
Bob H.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|