POV-Ray : Newsgroups : povray.windows : Trouble making lighted windows Server Time
24 Nov 2024 05:32:58 EST (-0500)
  Trouble making lighted windows (Message 1 to 5 of 5)  
From: Chuck Roberts
Subject: Trouble making lighted windows
Date: 2 Aug 2000 10:38:57
Message: <3988332D.E0F84B3B@accn.org>
I want to make a round space command deck with lighted windows. I
am using Moray 3.2 and POV 3.1g. So I thought "Just make a hollow
sphere, put a point light inside, and cut out some cubic
windows." That didn't work. How can I do this? Here's my POV
file. 

//  Persistence of Vision Raytracer V3.1
//  World definition file.
//
//  Contains 5 lights, 39 materials and 12 primitives.
//
//  This file was generated for POV-Ray V3.1 by
//  Moray V3.2 For Windows Copyright (c) 1993-2000 Lutz +
Kretzschmar
//

//  Date : 08/01/2000    (01.08.2000)
//

/*
  The text between these two comments is in MorayPOV.INC and is
  automatically included in all POV files that Moray exports.
*/

default {
  texture {
    pigment { rgb <1,0,0> }
  }
}

/* // Scene Comment

This scene was created with Moray For Windows.

*/ // End Scene Comment

global_settings {
  adc_bailout 0.003922
  ambient_light <1.0,1.0,1.0>
  assumed_gamma 1.9
  hf_gray_16 off
  irid_wavelength <0.247059,0.176471,0.137255>
  max_intersections 64
  max_trace_level 10
  number_of_waves 10
  radiosity {
    brightness       3.3
    count            100
    distance_maximum 0.0
    error_bound      0.4
    gray_threshold   0.5
    low_error_factor 0.8
    minimum_reuse    0.015
    nearest_count    6
    recursion_limit  1
  }
}

background { color <0.000,0.000,0.000> }

camera {  //  Camera StdCam
  location  <    -64.700,       7.100,      20.400>
  sky       <    0.00000,     0.00000,     1.00000> // Use right
handed-system 
  up        <        0.0,         0.0,         1.0> // Where Z is
up
  right     <    1.35836,         0.0,         0.0> // Right
Vector is adjusted to compensate for spherical (Moray) vs. planar
(POV-Ray) aspect ratio
  angle         40.00000    // Vertical      30.000
  look_at   <    -15.000,       5.000,      10.000>
}

//
// *******  L I G H T S *******
//

light_source {   // Light002
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>*7.1420
  fade_distance  5.0
  fade_power 1.0
  translate  <-17.0, 6.0, 18.0>
}

light_source {   // Light001
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  translate  <13.667761, 0.0, 17.412353>
}

light_source {   // Arealight Arealight001
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  area_light <2.000, 0.000, 0.000>, <0.000, 2.000, 0.000>, 3, 3
  adaptive 1
  jitter
  translate  <-24.3, -4.8, 25.3>
}


light_source {   // LightEngine
  <0.0, 0.0, 0.0>
  color rgb <0.686, 0.386, 0.014>*1.9998
  fade_distance  5.0
  fade_power 1.0
  translate  <1.404222, 0.0, 3.463748>
}

light_source {   // Light1
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  translate  <0.0, -20.0, 20.0>
}

//
// ********  MATERIALS  *******
//
#include "transport1.inc"

//
// ********  REFERENCED OBJECTS  *******
//

//
// ********  OBJECTS  *******
//



difference { // CSG001
  sphere { // CommandBulb
    <0,0,0>,1
    material {
      Gray50
    }
    hollow
    scale 10.0
    translate  <-34.263016, 0.0, 13.293301>
  }
  box { // Window3
    <-1, -1, -1>, <1, 1, 1>
    material {
      White
    }
    translate  <-40.0, -7.8, 18.2>
  }
  box { // Window2
    <-1, -1, -1>, <1, 1, 1>
    material {
      White
    }
    translate  <-39.7, 8.0, 18.3>
  }
  box { // WindowMain
    <-1, -1, -1>, <1, 1, 1>
    material {
      White
    }
    scale <1.0, 3.0, 1.0>
    translate  <-42.7, 0.0, 18.2>
  }
  translate  <22.5, 6.0, 0.0>
}




plane { // Plane001
  z,0
  material {
    Blue
  }
  scale <30.0, 30.0, 1.0>
}

cone { // ConeFlame
  <0,0,0>, 0.0, <0,0,1>, 0.8
  material {
    Fire_Map
    translate <4.100000, 0.300000, 2.400000>
  }
  hollow
  scale <3.0, 3.0, 5.0>
  rotate <0.0, -270.0, -180.0>
  translate  <7.262078, -0.102658, 3.411904>
}


cone { // EngConeOuter
  <0,0,0>, 0.0, <0,0,1>, 1.0
  material {
    Gray50
  }
  hollow
  scale <3.0, 3.0, 10.0>
  rotate -270.0*y
  translate  <-7.02111, 0.0, 3.276518>
}





-- 
See my Free stuff page. It has compares free website provider,
and lists free internet access providers. 
http://www.crosswinds.net/~robertsc/free.htm
Win98 help file loaded with hints and tips, including securing a
Win 95/98 PC in a classroom setting. VB4 help file with lots of
code and hints. 
At http://www.crosswinds.net/~robertsc/


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From: Ken
Subject: Re: Trouble making lighted windows
Date: 2 Aug 2000 11:17:10
Message: <398839BA.E68F55B7@pacbell.net>
Chuck Roberts wrote:
> 
> I want to make a round space command deck with lighted windows. I
> am using Moray 3.2 and POV 3.1g. So I thought "Just make a hollow
> sphere, put a point light inside, and cut out some cubic
> windows." That didn't work. How can I do this? Here's my POV
> file.

Using the keyword "hollow" does not make a sphere hollow. That keyword
is only there to allow media and fog to be used inside of an object.
To truly make the object hollow you will need to difference out
another sphere from the first.

See -
http://www.students.tut.fi/~warp/povVFAQ/languageVFAQ.html#hollowobjects

-- 
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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From: MPunk3
Subject: Re: Trouble making lighted windows
Date: 18 Feb 2001 11:26:10
Message: <3a8ff7a2@news.povray.org>
I assume you're talking about a typical space scene, camera outside, you
want to see the decks marked by rows of cool little brightly-lit windows.

Try making flat little boxes with a high ambient setting and white color.
They will render bright-white regardless of how much light hits them. Also
this way you don't end up with hundreds of light sources so it should render
pretty fast.


"Chuck Roberts" <rob### [at] accnorg> wrote in message
news:3988332D.E0F84B3B@accn.org...
> I want to make a round space command deck with lighted windows. I


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From: Alan Kong
Subject: Re: Trouble making lighted windows
Date: 18 Feb 2001 14:26:18
Message: <da809tgjhdp36hj2v55i1ml0jidcnk9aoc@4ax.com>
On Sun, 18 Feb 2001 11:24:02 -0500 MPunk3 wrote:

>Try making flat little boxes with a high ambient setting and white color.
>They will render bright-white regardless of how much light hits them. Also
>this way you don't end up with hundreds of light sources so it should render
>pretty fast.

  On a similar note, if the command deck is round like the Discovery
spacecraft from "2001: A Space Odyssey", you can use a white sphere with
high ambient that is scaled slightly smaller than the outside of the
command deck. This eliminates the need to make individual bright pieces
that fit each window opening.

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: Geoff Wedig
Subject: Re: Trouble making lighted windows
Date: 19 Feb 2001 08:00:56
Message: <3a911908@news.povray.org>
Alan Kong <ako### [at] povrayno-spamorg> wrote:

> On Sun, 18 Feb 2001 11:24:02 -0500 MPunk3 wrote:

>>Try making flat little boxes with a high ambient setting and white color.
>>They will render bright-white regardless of how much light hits them. Also
>>this way you don't end up with hundreds of light sources so it should render
>>pretty fast.

>   On a similar note, if the command deck is round like the Discovery
> spacecraft from "2001: A Space Odyssey", you can use a white sphere with
> high ambient that is scaled slightly smaller than the outside of the
> command deck. This eliminates the need to make individual bright pieces
> that fit each window opening.

A different way that I've used with some success is to create a window grid
texture.  This is a texture where a color map is used to create lit and
unlit parts.  Using a variable pattern scaled up, you can even get that
light and dark windows effect.

If you want to see an example of this, you can check out my recently posted
animation of a space ship.  Only certain parts of the object used this
texture, and the texture was specially modified to allow the windows to
close.

I do not recommend cutting many many holes in your ship, though.  I've found
that lots of differencing can slow things down a great deal.

Geoff


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