Subject:
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Re: Lights on the wall
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Newsgroups:
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lugnet.cad.ray
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Date:
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Mon, 30 Aug 2004 06:57:35 GMT
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Viewed:
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2962 times
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In lugnet.cad.ray, Niels Bugge wrote:
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Im no expert in this field, but in POV, the surfaces is higly reflective, so
if the angle of the light is too flat, no light will reach the camera at all
(itll just be reflected up and down between floor and celing.
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I think youre right.
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My guess is that the thing you achieved by changing to a pov-ray floor was
another ambience/diffusion setting than the standard one. (probably a higher
diffusion=lightspot left on the surface). Personally Ive got that kind
problems trying to highlight a detail with the fastrad.ini and had to shift
back to quickres for that picture.
Theres a lot about it in the helpfile, but you might consider raising the
diffusion of the walls, and you should definitly consider adding some thin
fog like in the streetlight example in the helpfile.
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That seemed to help.
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It might also help if
the cones were turned a little into the walls: that would give a little
steeper angle of the reflected light, that might reach the camera.
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Tried that and it didnt make a lot of difference.
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Raising
the falloff might also help. (BTW, are you sure that the lightcone is
actually reacing the pillars?)
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Nup. After a bit more reading of the helpfile and trying different things, the
one that made the most difference was adjusting the brilliance value on the wall
parts - I have it set at 0.05. That gave me the result closest to the one I was
after.
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But youre moving into a very difficult field of POV-Ray there, and you
should consider uploading the code to brickshelf, or at least a bigger
picture.
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I think Im getting pretty much what I want now, with a final total of 26 light
sources and a sky sphere.
Im rendering a 1280x1024 version (which uses Nicos lugnetcolors.inc file
posted earlier - thanks dude). It could take a while.
Thanks for your reply. Your suggestions really helped.
Allister
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Message has 1 Reply: | | Re: Lights on the wall
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| Glad it helped, although I'm not quite sure how ;-) (...) Helpfile, fog or diffusion? (...) I guess I have some homework to do, but could you please show or send me the bit of code where you change the brilliance locally (all materials seems to be (...) (20 years ago, 30-Aug-04, to lugnet.cad.ray, FTX)
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Message is in Reply To:
| | Re: Lights on the wall
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| (...) I'm no expert in this field, but in POV, the surfaces is higly reflective, so if the angle of the light is too flat, no light will reach the camera at all (it'll just be reflected up and down between floor and celing. My guess is that the (...) (20 years ago, 26-Aug-04, to lugnet.cad.ray, FTX)
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