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Recently i have started to use POV-Ray, after a lot of time using Anim8or.
Now, there is a feature in Anim8or that I don't know how to translate in
POV-Ray.
In anim8or, with a texture map applied to Emissive, you can simulate the
effect of lit windows. I sthere any way to do this is POV-Ray? I think that
it can done with layered textures, but I haven't figured out how yet.
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> In anim8or, with a texture map applied to Emissive, you can simulate the
> effect of lit windows. I sthere any way to do this is POV-Ray? I think
that
> it can done with layered textures, but I haven't figured out how yet.
I'm not sure if that's what you're after as I haven't used Anim8or myself,
but you might want to have a look at "ambient" in the finish-block. Setting
it to 1 will result in a texture which is completely lit, with or without
light (as long as ambient_light in the global_settings-block is set to the
default). Note that additional lights will brighten the texture even
further, so you might want to set "diffuse" to 0 (also in the finish-block)
to make the texture disregard lightsources.
Regards,
Tim
--
aka "Tim Nikias v2.0"
Homepage: <http://www.nolights.de>
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Tim Nikias nous apporta ses lumieres en ce 23/03/2006 14:21:
>>In anim8or, with a texture map applied to Emissive, you can simulate the
>>effect of lit windows. I sthere any way to do this is POV-Ray? I think
>
> that
>
>>it can done with layered textures, but I haven't figured out how yet.
>
>
> I'm not sure if that's what you're after as I haven't used Anim8or myself,
> but you might want to have a look at "ambient" in the finish-block. Setting
> it to 1 will result in a texture which is completely lit, with or without
> light (as long as ambient_light in the global_settings-block is set to the
> default). Note that additional lights will brighten the texture even
> further, so you might want to set "diffuse" to 0 (also in the finish-block)
> to make the texture disregard lightsources.
>
> Regards,
> Tim
>
If you do that and add radiosity{...} in the #global_settings{...} section, that
texture will
effectively emit light capable of lighting whatever is around.
Please read section 3.3.4 Radiosity in the documentations.
--
Alain
-------------------------------------------------
WARNING: The consumption of alcohol may leave you wondering what the hell happened to
your bra and
panties.
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Alain <ele### [at] netscapenet> wrote:
> Tim Nikias nous apporta ses lumieres en ce 23/03/2006 14:21:
> >>In anim8or, with a texture map applied to Emissive, you can simulate the
> >>effect of lit windows. I sthere any way to do this is POV-Ray? I think
> >
> > that
> >
> >>it can done with layered textures, but I haven't figured out how yet.
> >
> >
> > I'm not sure if that's what you're after as I haven't used Anim8or myself,
> > but you might want to have a look at "ambient" in the finish-block. Setting
> > it to 1 will result in a texture which is completely lit, with or without
> > light (as long as ambient_light in the global_settings-block is set to the
> > default). Note that additional lights will brighten the texture even
> > further, so you might want to set "diffuse" to 0 (also in the finish-block)
> > to make the texture disregard lightsources.
> >
> > Regards,
> > Tim
> >
> If you do that and add radiosity{...} in the #global_settings{...} section, that
texture will
> effectively emit light capable of lighting whatever is around.
> Please read section 3.3.4 Radiosity in the documentations.
>
> --
> Alain
> -------------------------------------------------
> WARNING: The consumption of alcohol may leave you wondering what the hell happened
to your bra and
> panties.
I haven't explained myself well. In Anim8or, with the procedure that I so
badly explained, you can simulate the effects of lit windows in a otherwise
normal surface. What I wanted to know is if there is a way to do that in
POV-Ray.
Antonio
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I'll try to explain it better this time:
http://es.geocities.com/borg31de777/grab_1.JPG
This is how the object (a simple square) looks in the object editor of
Anim8or.
http://es.geocities.com/borg31de777/square_lt.JPG
This is the texture applied to emmisive.
http://es.geocities.com/borg31de777/render.jpg
And this is how the square looks after rendering.
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"A_C_C" <nomail@nomail> wrote in message
news:web.442454c68e4dc7a2ee4c493c0@news.povray.org...
> I'll try to explain it better this time:
>
> http://es.geocities.com/borg31de777/grab_1.JPG
>
> This is how the object (a simple square) looks in the object editor of
> Anim8or.
>
> http://es.geocities.com/borg31de777/square_lt.JPG
>
> This is the texture applied to emmisive.
>
> http://es.geocities.com/borg31de777/render.jpg
>
> And this is how the square looks after rendering.
>
>
Hi A,
Looking at these images, it seems to me that you probably want to use the
shapes of objects to define textures.
POV-Ray lets you do this with the 'object' pattern which is desribed in
section 3.5.11.23 'Object Pattern' of the documentation.
The following example uses a box to create a transparent rectangle in an
otherwise grey texture. This makes the first layer of the texture visible
through the 'hole' in the second layered texture. The first layer is a white
color with an ambient finish of 1, which makes it white even when it's in
shadow (e.g. even with the light_source commented out).
This texture can be applied to any object, in this case I've applied it to a
vertical plane.
You could simplify this down to a single layer texture if you don't need
independant control over the finishes of the two color components.
Hope this is illuminating.
Regards,
Chris B.
camera {location <0,0,-8> look_at <0,0,0>}
//light_source {<0,3,-3> color rgb 1}
plane {z,0
texture {
pigment {color rgb 1}
finish {ambient 1}
}
texture {
pigment {
object {
box {<-0.5,0,-1><0.5,2,1>}
color rgb <0.5,0.5,0.5>
color rgbt 1
}
}
}
}
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> Hi A,
>
> Looking at these images, it seems to me that you probably want to use the
> shapes of objects to define textures.
>
> POV-Ray lets you do this with the 'object' pattern which is desribed in
> section 3.5.11.23 'Object Pattern' of the documentation.
> The following example uses a box to create a transparent rectangle in an
> otherwise grey texture. This makes the first layer of the texture visible
> through the 'hole' in the second layered texture. The first layer is a white
> color with an ambient finish of 1, which makes it white even when it's in
> shadow (e.g. even with the light_source commented out).
>
> This texture can be applied to any object, in this case I've applied it to a
> vertical plane.
> You could simplify this down to a single layer texture if you don't need
> independant control over the finishes of the two color components.
>
> Hope this is illuminating.
>
> Regards,
> Chris B.
>
> camera {location <0,0,-8> look_at <0,0,0>}
> //light_source {<0,3,-3> color rgb 1}
>
> plane {z,0
> texture {
> pigment {color rgb 1}
> finish {ambient 1}
> }
> texture {
> pigment {
> object {
> box {<-0.5,0,-1><0.5,2,1>}
> color rgb <0.5,0.5,0.5>
> color rgbt 1
> }
> }
> }
> }
That is exactly what I wanted! Thanks for your help!
Antonio
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Chris B wrote:
> POV-Ray lets you do this with the 'object' pattern which is desribed
> in section 3.5.11.23 'Object Pattern' of the documentation.
Or possibly 2.5.11.23.
--
Anton Sherwood, http://www.ogre.nu/
"How'd ya like to climb this high *without* no mountain?" --Porky Pine
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"Anton Sherwood" <bro### [at] poboxcom> wrote in message
news:44274e94$1@news.povray.org...
> Chris B wrote:
>> POV-Ray lets you do this with the 'object' pattern which is desribed
>> in section 3.5.11.23 'Object Pattern' of the documentation.
>
> Or possibly 2.5.11.23.
>
> --
> Anton Sherwood, http://www.ogre.nu/
> "How'd ya like to climb this high *without* no mountain?" --Porky Pine
Indeed. I think I'll stop referring to section numbers in the help as they
differ considerably between versions (in 3.5 for Windows it's 6.7.11.23).
Regards,
Chris B.
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