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24 Nov 2024 02:29:42 EST (-0500)
  Troubleshooting ambient light (Message 1 to 5 of 5)  
From: emchristiansen
Subject: Troubleshooting ambient light
Date: 6 Jan 2011 03:25:01
Message: <web.4d257a90bae8217abd6d9bb90@news.povray.org>
Hi all,

I'm a very new user, and I'm having trouble getting ambient light to appear in
my scene. The only thing in my scene is an object that I created using another
tool. The object shows up fine, as long as I shine a light on it. I just can't
figure out how to get ambient light to "shine" on it. I've pasted the code
below.

Thanks!

*********************
#include "person_000000_expression_neutral_POV_geom.inc"
#default {finish {ambient 1}}
global_settings {
  max_trace_level 30
  ambient_light rgb<1,1,1>
}
camera {
  perspective
  up <0,1,0>
  right -x*image_width/image_height
  location <0.000000, 75.000000, 500.000000>
  look_at <0, 0, 0>
  angle 32.93461 // horizontal FOV angle
}
light_source {
  <0.000000, 75.000000, 500.000000> //light position
  color rgb <1,1,1>*1.6
  parallel
  point_at <0,0,0>
}
background { color rgb<0,0,1>  }
object{
  person_000000_expression_neutral_
  finish {ambient rgb<1,1,1>}
}
*********************


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From: Zeger Knaepen
Subject: Re: Troubleshooting ambient light
Date: 6 Jan 2011 08:42:25
Message: <4d25c6c1$1@news.povray.org>
default pigment is pigment {rgb 0}, you'll probably want to change that 
into rgb 1:

#default {pigment {rgb 1} finish {ambient 1}}


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From: Christian Froeschlin
Subject: Re: Troubleshooting ambient light
Date: 6 Jan 2011 11:12:23
Message: <4d25e9e7$1@news.povray.org>
> I'm a very new user, and I'm having trouble getting ambient light to appear in
> my scene. The only thing in my scene is an object that I created using another
> tool. The object shows up fine, as long as I shine a light on it. I just can't
> figure out how to get ambient light to "shine" on it.

Does the *.inc file already contain texture information?
Note that you can't "shine" ambient light on existing textures
if they explicitely set ambient to 0, you will need to modify
them in place.


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From: emchristiansen
Subject: Re: Troubleshooting ambient light
Date: 6 Jan 2011 16:00:01
Message: <web.4d262cfe37df966632b5df30@news.povray.org>
Christian Froeschlin <chr### [at] chrfrde> wrote:
> > I'm a very new user, and I'm having trouble getting ambient light to appear in
> > my scene. The only thing in my scene is an object that I created using another
> > tool. The object shows up fine, as long as I shine a light on it. I just can't
> > figure out how to get ambient light to "shine" on it.
>
> Does the *.inc file already contain texture information?
> Note that you can't "shine" ambient light on existing textures
> if they explicitely set ambient to 0, you will need to modify
> them in place.

Hi Christian,

You were right, in that ambient lighting had been explicitly set to zero for
each texture in the .inc file. I replaced "ambient rgb <0,0,0>" with "ambient
rgb <1,1,1>", and I'm good to go. Thanks!


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From: Alain
Subject: Re: Troubleshooting ambient light
Date: 7 Jan 2011 17:00:51
Message: <4d278d13$1@news.povray.org>

> Hi all,
>
> I'm a very new user, and I'm having trouble getting ambient light to appear in
> my scene. The only thing in my scene is an object that I created using another
> tool. The object shows up fine, as long as I shine a light on it. I just can't
> figure out how to get ambient light to "shine" on it. I've pasted the code
> below.
>
> Thanks!
>
> *********************
> #include "person_000000_expression_neutral_POV_geom.inc"
> #default {finish {ambient 1}}
> global_settings {
>    max_trace_level 30
>    ambient_light rgb<1,1,1>
> }
> camera {
>    perspective
>    up<0,1,0>
>    right -x*image_width/image_height
>    location<0.000000, 75.000000, 500.000000>
>    look_at<0, 0, 0>
>    angle 32.93461 // horizontal FOV angle
> }
> light_source {
>    <0.000000, 75.000000, 500.000000>  //light position
>    color rgb<1,1,1>*1.6
>    parallel
>    point_at<0,0,0>
> }
> background { color rgb<0,0,1>   }
> object{
>    person_000000_expression_neutral_
>    finish {ambient rgb<1,1,1>}
> }
> *********************
>
>
>
>

If you just use that ambient for initial construction or debuging, you 
can use this command line option: +q0

This will set quality to zero and light everything with full ambient, 
ignoring any and all light_source and any defined finish for all textures.

Under Windows, the command line is the test box next to the resolutions 
chooser above the editor's area.




Alain


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