Subject:
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Re: help!!! - light sources in POV-RAY
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Newsgroups:
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lugnet.cad.ray
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Date:
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Tue, 7 Mar 2000 19:18:23 GMT
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Viewed:
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922 times
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In lugnet.cad.ray, Franklin W. Cain writes:
> I'm trying to ray-trace this DAT file
> ("http://www.brickshelf.com/gallery/fwcain/povray/lich.dat.txt")
> but with a change in the lighting.
> I want there to be a "glow" (a light?)
> from within the "gem" atop the staff (i.e., the 1x1 Cone),
> and light from the "flames" near the "floor"
> (for a nice diabolic effect).
> But, when I've converted this DAT file using L3P-Add-On,
> I can't get the light sources in the flames to convert.
I was pretty disappointed to discover that light sources don't cut it, not in
the POV-Ray world. What you need to do is set those pieces' colors to have a
high ambience, like 3.
For example, say in your POV file you have the following color definition,
but you want a variant which makes it glow:
<POV>
#declare Color44 = #if (version >= 3.1) material { #end texture {
pigment { rgb <1,0.603922,0.129412> #if (QUAL > 1) filter 0.85 #end }
finish { ambient AMB diffuse DIF }
#if (QUAL > 1)
finish { phong 0.5 phong_size 40 reflection 0.2 }
#if (version >= 3.1) #else finish { refraction 1 ior 1.25 }
#end
#if (BUMPS) normal { BUMPNORMAL } #end
#end
} #if (version >= 3.1) #if (QUAL > 1) interior { ior 1.25 } #end } #end
</POV>
Make another copy of this code block right after the first one, and rename it,
e.g.
<POV>
#declare GlowingColor44 = #if (version >= 3.1) material { #end texture {
pigment { rgb <1,0.603922,0.129412> #if (QUAL > 1) filter 0.85 #end }
finish { ambient AMB diffuse DIF }
[...snip for brevity...]
} #if (version >= 3.1) #if (QUAL > 1) interior { ior 1.25 } #end } #end
</POV>
Then, modify the new color's ambience value by changing "AMB" to "AMB*3":
<POV>#declare GlowingColor44 = #if (version >= 3.1) material { #end texture {
pigment { rgb <1,0.603922,0.129412> #if (QUAL > 1) filter 0.85 #end }
finish { ambient AMB*3 diffuse DIF }
[...snip for brevity...]
} #if (version >= 3.1) #if (QUAL > 1) interior { ior 1.25 } #end } #end
</POV>
Then, find in your POV filethe part you want to glow, which might look like
this:
<POV>
object { _3070_dot_dat matrix <1-SW/20,0,0,0,1-SW/8,0,0,0,1-SW/20,0,SW/2,0>
matrix <-1,0,0,0,-1,0,0,0,1,-40,-8,-40> #if (version >= 3.1) material #else
texture #end { Color44 } }
</POV>
and change the "Color44" to say "GlowingColor44".
Erm, I hope this makes sense. :-, Let me know if I can clarify things a bit.
Cheers,
- jsproat
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Message has 1 Reply: | | Re: help!!! - light sources in POV-RAY
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| (...) Actually, creating a light_source which includes a looks_like { mypiece } works pretty well. --Bram Bram Lambrecht / o o \ BramL@juno.com ---...---oooo-----(_...o---...--- WWW: (URL) (25 years ago, 7-Mar-00, to lugnet.cad.ray)
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Message is in Reply To:
| | help!!! - light sources in POV-RAY
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| Hi! I need some help with POV-RAY, L3P, (etc.). I'm trying to ray-trace this DAT file ("(URL) with a change in the lighting. I want there to be a "glow" (a light?) from within the "gem" atop the staff (i.e., the 1x1 Cone), and light from the (...) (25 years ago, 7-Mar-00, to lugnet.cad.ray)
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