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 CAD / Ray-Tracing / 2294
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Subject: 
Re: Lights on the wall
Newsgroups: 
lugnet.cad.ray
Date: 
Mon, 30 Aug 2004 06:57:35 GMT
Viewed: 
2871 times
  
In lugnet.cad.ray, Niels Bugge wrote:

   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.

I think you’re right.

  
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 I’ve got that kind problems trying to highlight a detail with the fastrad.ini and had to shift back to quickres for that picture.

There’s 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.

That seemed to help.

   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.

Tried that and it didn’t make a lot of difference.

   Raising the falloff might also help. (BTW, are you sure that the lightcone is actually reacing the pillars?)

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.

  
But you’re 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.

I think I’m getting pretty much what I want now, with a final total of 26 light sources and a sky sphere.



I’m rendering a 1280x1024 version (which uses Nico’s lugnetcolors.inc file posted earlier - thanks dude). It could take a while.

Thanks for your reply. Your suggestions really helped.

Allister



Message has 1 Reply:
  Re: Lights on the wall
 
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)

Message is in Reply To:
  Re: Lights on the wall
 
(...) 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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