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I had some issues using an area light, perhaps you can help.
1) I seem to get lots of grey speckles when I used an area light. I had to
go up to adaptive 3 to get rid of them.
2) The light shade texture is opaque and uses double_illuminate. The area
light is actually below the shade. Are you suggesting using a rgbf based
texture to let the light through?
3) The area_light is defined inside the lamp CSG union. The lamp's units are
in inches and in my scene file, I scale it by 1/12 to get it in feet. I
assume the light_source units like translation are scaled as well, what
about fade_distance?
4) The area light has the following settings
area_light
<2, 0, 0> <0, 0, 2> // lights spread out across this distance (x * z)
10, 10 // total number of lights in grid (4x*4z = 16
lights)
I get the following warning. As far as I can tell, I scale the lamp evenly
in all directions
Parse Warning: When using orient, the two axes of the area light must be
of
equal length. Only the length of the first axis will be used.
Thanks in advance,
Rob.
Warp <war### [at] tagpovrayorg> wrote:
> This image is screaming for an area light instead of a point light.
> Use a 'circular orient' area light (probably a 10x10 points adaptive 1
> should do) which is about the size of the light bulb (well, of the
> imaginary light bulb since you probably didn't use a real one but
> just put a light source inside the shade).
>
> Also the shade should have an effect on the lighting. Try removing
> no_shadow from it and letting light go through it filtered.
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