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Travis Cobbs wrote:
>
> This doesn't completely solve the problem, since the brick in the
> first example doesn't look all that lit up. But it's something to
> keep in mind.
In my 1998 Christmas picture http://web.telia.com/~u16122508/merry.htm (go
to the end of the page) I hand adjusted the lights (one inside each candle)
quite a bit. One important part was the material settings (Color46_t), as
the clear L3P parts are much *too* clear. Most of the light escapes the part
without making it shine. The following is the result of much experimenting,
but not necessarily the 'best' way to do it. Note also the use of
'looks_like' to combine the light with the part it's supposed to light up.
#declare Color46_t = texture {
pigment { rgbf <1,0.905882,0.211765,0.90> }
finish { ambient 0.6 diffuse 0 phong 0.5 phong_size 40 reflection 0.9
refraction 1 ior 1.25 }
}
#declare light_point = light_source {
<0, -8, 0>
color rgb 0.5*<1,0.905882,0.211765>
fade_distance 60.0
fade_power 1.6
looks_like {_3062_dot_dat texture { Color46_t } }
}
--
Anders Isaksson, Sweden
BlockCAD: http://web.telia.com/~u16122508/proglego.htm
Gallery: http://web.telia.com/~u16122508/gallery/index.htm
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In lugnet.cad.ray, Anders Isaksson wrote:
> Travis Cobbs wrote:
> >
> > This doesn't completely solve the problem, since the brick in the
> > first example doesn't look all that lit up. But it's something to
> > keep in mind.
>
>
> In my 1998 Christmas picture http://web.telia.com/~u16122508/merry.htm (go
> to the end of the page) I hand adjusted the lights (one inside each candle)
> quite a bit. One important part was the material settings (Color46_t), as
> the clear L3P parts are much *too* clear. Most of the light escapes the part
> without making it shine. The following is the result of much experimenting,
> but not necessarily the 'best' way to do it. Note also the use of
> 'looks_like' to combine the light with the part it's supposed to light up.
>
> #declare Color46_t = texture {
> pigment { rgbf <1,0.905882,0.211765,0.90> }
> finish { ambient 0.6 diffuse 0 phong 0.5 phong_size 40 reflection 0.9
> refraction 1 ior 1.25 }
> }
>
> #declare light_point = light_source {
> <0, -8, 0>
> color rgb 0.5*<1,0.905882,0.211765>
> fade_distance 60.0
> fade_power 1.6
> looks_like {_3062_dot_dat texture { Color46_t } }
> }
Thanks Anders!
Only took half a year from idea to completion on this part ...
/Tore
0 Brick 1 x 1 Round with Hollow Stud Yellow with POV Light
0 Name: 3062bL46.dat
0 Author: Tore Eriksson
0 Unofficial part
0 // based on work by James Jessiman
0 // Credits to Anders Isaksson and Tim Gould
0 // http://news.lugnet.com/cad/ray/?n=2764
0 L3P IFPOV
0 light_source {
0 <0, 0, 0>
0 color rgb 0.5*<1,0.905882,0.211765>
0 fade_distance 60.0
0 fade_power 1.6
0 looks_like {_3062b_dot_dat texture {
0 pigment { rgbf <1,0.905882,0.211765,0.90> }
0 finish { ambient 0.6 diffuse 0 phong 0.5 phong_size 40
0 reflection 0.9
0 refraction 1 ior 1.25
0 }
0 }
0 } }
0 L3P ELSEPOV
1 46 0 0 0 1 0 0 0 1 0 0 0 1 3062b.dat
0 L3P ENDPOV
0
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In lugnet.cad.ray, Anders Isaksson wrote:
> Tore Eriksson wrote:
> > Only took half a year from idea to completion on this part ...
>
> Pictures, we want pictures :-)
Sorry, don't have the time to make models right now. I am currently writing a
program to automatically create dat files of "shining" parts. I call it
datshine.exe and I am very excited over it.
Well, here's one quite strange model I rushed together as a demo:
http://web.telia.com/~u66203131/LDraw/datshine/demo.jpg
(The car is Jonathan Wilson's Datsville car "Suzuki Swift Hatchback", modified
by me. That is, I changed the headlights into 3062's. Not very kind of me;
driver will be blinded by his own car's headlights.)
The cool thing is that the file, 3062bL46.dat, is totally self-containing (is
that the correct term?). You just use it in ML-Cad or program you use, than run
the model file in L3P, and POV will render those L46 parts shining with yellow
light. No include files to look for, no hassle!
/Tore
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In lugnet.cad.ray, Tore Eriksson wrote:
> In lugnet.cad.ray, Anders Isaksson wrote:
> > Tore Eriksson wrote:
> > > Only took half a year from idea to completion on this part ...
> >
> > Pictures, we want pictures :-)
>
> Sorry, don't have the time to make models right now. I am currently writing a
> program to automatically create dat files of "shining" parts. I call it
> datshine.exe and I am very excited over it.
>
> Well, here's one quite strange model I rushed together as a demo:
> http://web.telia.com/~u66203131/LDraw/datshine/demo.jpg
> (The car is Jonathan Wilson's Datsville car "Suzuki Swift Hatchback", modified
> by me. That is, I changed the headlights into 3062's. Not very kind of me;
> driver will be blinded by his own car's headlights.)
>
> The cool thing is that the file, 3062bL46.dat, is totally self-containing (is
> that the correct term?). You just use it in ML-Cad or program you use, than run
> the model file in L3P, and POV will render those L46 parts shining with yellow
> light. No include files to look for, no hassle!
>
>
> /Tore
At least, Jonathan's car now has gotten its original headlights back now - yet
yellow instead of white.
http://web.telia.com/~u66203131/LDraw/datshine/demo2.jpg
/Tore
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Available at http://dl.dropbox.com/u/15954981/DatShine201.zip
- - -
Please note that this application will only work properly if...
* Installed (ie just unpacked) in <LDrawBaseDir>\Apps\DatShine directory
* The Attribute Files (L*.ldr) are in <LDrawBaseDir>\Apps\DatShine\Attr
directory
* The BaseDirectory key in LDraw.ini is properly set to point to your
LDrawBaseDir
- - -
About DatShine:
DatShine is an LDraw utility program that creates .dat files
for parts with clear colors, like Trans-yellow, Trans-red and so
on. In POV, they will become illuminated, but not in an LDraw viewer (like
LDView) or editor (like MLCad).
DatShine is written to produce dat parts illuminted in POV, but
any attributes like material, texture, pigment, finish and so on
can be manipulated at will by creating an attribute file containing
desired POV code.
DatShine never alters any of your "source" files, ie the original part or the
attribute file it reads to create the new, unofficial part with inlined POV code
and a new, unique file name.
/Tore
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