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and why don't they work? Tried this with both Mega and Offical versions.
--
H.E. Day
<><
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"H. E. Day" <Pov### [at] aol com> wrote in message
news:01bff45f$cf276840$397889d0@daysix...
| and why don't they work? Tried this with both Mega and Offical versions.
Works for me.
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"H. E. Day" wrote:
>
> and why don't they work? Tried this with both Mega and Offical versions.
I don't know if this is what you meant, but I noticed (some time ago)
that, once you use shadowless, a spotlight is equal to a pointlight.
It seems that the "limiting cone" is in fact a shadowing effect,
and thus dissapear with shadowless...
In some cases, you could maybe get the feature you were seeking
by using the "light groups" in MegaPOV.
Fabien.
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On Sun, 23 Jul 2000 14:28:45 +0200, Fabien Mosen
<fab### [at] skynet be> wrote:
>"H. E. Day" wrote:
>>
>> and why don't they work? Tried this with both Mega and Offical versions.
>
>I don't know if this is what you meant, but I noticed (some time ago)
>that, once you use shadowless, a spotlight is equal to a pointlight.
>It seems that the "limiting cone" is in fact a shadowing effect,
>and thus dissapear with shadowless...
Shadowless lights were initially implemented as fill lights long
before radiosity provided a better solution. As such, they don't
create highlights, don't drop shadows and I think they are not
restricted by the spotlight light cone.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usa net
TAG e-mail : pet### [at] tag povray org
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Oh wow, that was a dumb thing for me to say about using a cone and arealight
to do the shadowless spotlight! Hope my reply just now gets cancelled
before anyone sees it :-)
Again, I hadn't realized this was the problem before, I was only looking for
a shadow or not.
Bob
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From the manual:
"Shadowless may be used with area_light but not spotlight or cylinder."
I wish it were possible...
G.
"H. E. Day" wrote:
> and why don't they work? Tried this with both Mega and Offical versions.
>
> --
> H.E. Day
> <><
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Gilles Tran <tra### [at] inapg inra fr> wrote:
: From the manual:
: "Shadowless may be used with area_light but not spotlight or cylinder."
I wonder what's the point in using a shadowless area_light. As far as I
know, it's a waste of time (using a point light would make no difference?).
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Warp wrote:
> Gilles Tran <tra### [at] inapg inra fr> wrote:
> : From the manual:
> : "Shadowless may be used with area_light but not spotlight or cylinder."
>
> I wonder what's the point in using a shadowless area_light. As far as I
> know, it's a waste of time (using a point light would make no difference?).
Probably Povray just goes by the saying that everything that is not
formallyforbidden is authorised...
G.
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In article <397c1596@news.povray.org>, Warp <war### [at] tag povray org>
wrote:
> I wonder what's the point in using a shadowless area_light. As far as I
> know, it's a waste of time (using a point light would make no
> difference?).
I think you are right...area lights only affect shadows, the shading is
the same as for point lights.
--
Christopher James Huff - Personal e-mail: chr### [at] mac com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/
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I had this problem once, and resorted to fading light.
Grim
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> I think you are right...area lights only affect shadows, the shading is
> the same as for point lights.
is this true? i thought area lights were made of several point lights.
if what you are saying is true, than if my area light is bigger than my
object (a sphere for example) the light side is only one hemisphere
instead of more than a hemisphere? that seems wrong to me. take the
following sketches for further example:
0----0----0----0<---area light 0 <--point light
0<-sphere 0<-sphere
in example one it seems to me that light from the outer edges of the
area light should get farther underneath the point light than in example
two. example two should light less than one hemisphere and example one
should light way more than a hemisphere. in my opinion, if this isn't
how it works, it's wrong and should be fixed.
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On Thu, 03 Aug 2000 13:35:30 -0700, ryan constantine wrote:
>in example one it seems to me that light from the outer edges of the
>area light should get farther underneath the point light than in example
>two. example two should light less than one hemisphere and example one
>should light way more than a hemisphere. in my opinion, if this isn't
>how it works, it's wrong and should be fixed.
That's not how it works. That's even not how it's documented to work:
| The area_light keyword in POV-Ray creates sources that are rectangular
| in shape, sort of like a flat panel light. Rather than performing the
| complex calculations that would be required to model a true area light,
| it is approximated as an array of point light sources spread out over
| the area occupied by the light. The array-effect applies to shadows only.
| The object's illumination is still that of a point source. The intensity
| of each individual point light in the array is dimmed so that the total
| amount of light emitted by the light is equal to the light color specified
| in the declaration.
If you want "real" area lights, use an array of point lights. Be aware that
that will make your render time a lot slower; so would "fixing" the current
implementation.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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> That's not how it works. That's even not how it's documented to work:
so that should mean there are self shadow errors because parts that
would be lit be a real area light aren't lit and can't cast shadows
right? and what about parts that aren't lit that would contribute to a
cast shadow on another object? i've read the docs over and over, but
you know you always catch something new each time, and i just hadn't
caught what you quoted to me. thanks. i still wish it worked right.
i'll have to keep point arrays in mind for the future.
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ryan constantine wrote:
> i still wish it worked right.
It works exactly how it was designed to work.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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On Fri, 04 Aug 2000 00:22:22 -0700, ryan constantine wrote:
>
>> That's not how it works. That's even not how it's documented to work:
>
>so that should mean there are self shadow errors because parts that
>would be lit be a real area light aren't lit and can't cast shadows
>right? and what about parts that aren't lit that would contribute to a
>cast shadow on another object?
Neither of those is a concern. Shadows work correctly. They're designed to.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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that's good to know and i appreciate all of the insight.
Ron Parker wrote:
>
> On Fri, 04 Aug 2000 00:22:22 -0700, ryan constantine wrote:
> >
> >> That's not how it works. That's even not how it's documented to work:
> >
> >so that should mean there are self shadow errors because parts that
> >would be lit be a real area light aren't lit and can't cast shadows
> >right? and what about parts that aren't lit that would contribute to a
> >cast shadow on another object?
>
> Neither of those is a concern. Shadows work correctly. They're designed to.
>
> --
> Ron Parker http://www2.fwi.com/~parkerr/traces.html
> My opinions. Mine. Not anyone else's.
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More importantly, ask yourself the question: Is it partially shaded or
partially lit? Just so happens that both are true, so there's no point
in calculating both.
Only thing that is missed are 100% accurate soft highlights, but
highlights are faked anyway so that's a moot point. :D
-Mike
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