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I guess I just found an easy way to do off-screen spotlights in MCPov, without
the need to model some corresponding spotlight casing geometry.
In this particular case, the challenge was actually even worse: I wanted some
light-probe-based scene illumination, but pretty much confine it to the center
of the scene.
In standard POV it wasn't too difficult: With a light dome created by
LightMapGen and PoseRay, I just had to add some spotlight statement to each
light source.
But how on earth would I do this in MCPov?
I already pictured myself throwing together some ugly macro to litter the sky
sphere with faceted geometry to confine the light directions, but I really
wasn't happy with the idea - I guessed the facets would probably have created
lighting artifacts.
Fortunately, a discussion some months ago about a MCPov shot of a praying
mantis, and how to model its eyes' texture, provided me with the essential
clue:
AOI pattern!
So I came up with this one, which turned out to work perfectly:
sphere {
<0,0,0>, 100000
texture {
pigment {
aoi
pigment_map {
[0.0005 image_map { ... } ]
[0.0006 color rgb 0]
}
}
finish { ambient 1 diffuse 0 specular 0 }
}
hollow
montecarlo { mc_sky { 100 } }
}
A similar approach could be used for individual spotlights: All you need is a
single disc per spot, giving it a pigment like this (e.g. for a white
spotlight):
pigment {
aoi
pigment_map {
[0.10 color rgb 1.0 ]
[0.12 color rgb 0.8 ]
[0.14 color rgb 0.2 ]
[0.16 color rgb 0.0 ]
}
}
There - a lazy man's MCPov spotlight...
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