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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Tue, 31 Aug 2004 02:05:18 GMT
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Viewed:
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3013 times
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In lugnet.cad.ray, Niels Bugge wrote:
> Glad it helped, although I'm not quite sure how ;-)
Well, it got me out of the rut with it, and trying different things.
> In lugnet.cad.ray, Allister McLaren wrote:
> > > 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.
>
> Helpfile, fog or diffusion?
The fog mainly.
> 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 declared once in the standard l3p pov-files)? I've managed to avoid it
> untill now, dodging the need for venturing into the dimly lit and higly
> difficult areas of the helpfile.
I did it piece by piece. Fortunaltey the pov file was created from an mpd model,
so the walls were easy to pick out. All I did was add a 'finish' statement at
the end of each individual instance of a wall part, vis,
// New Model
// Name: wall.ldr
// Author: MLCad
// Unofficial Model
object {
_2412b_dot_dat
matrix <1-SW/40,0,0,0,1-SW/8,0,0,0,1-SW/20,0,SW/2,0>
matrix <0,0,1,-1,0,0,0,-1,0,-280,-58,-220>
#if (version >= 3.1) material #else texture #end { Color8 }
finish {diffuse .5 brilliance .05}
}
... and repeat for each 'object'.
> That seems like an awfull lot of lights, you didn't use more that one for the
> lights? (you know you can shape the lights in any form)
Yes, but they don't really glow the way I wanted. Each wall light is a spotlight
and a point light:
// create a point "spotlight" (conical directed) light source
light_source {
<-220,-236,150> // light's position (translated below)
color rgb <0.98,1,0.9>*3 // light's color
spotlight // this kind of light source
point_at <-220,0,150> // direction of spotlight
radius 12 // hotspot (inner, in degrees)
tightness 20 // tightness of falloff (1...100) lower is softer,
higher is tighter
falloff 25 // intensity falloff radius (outer, in degrees)
}
// create a regular point light source
light_source {
0*x // light's position (translated below)
color rgb <0.98,1,0.8>*8
translate <-220,-236,150>
fade_distance 10
fade_power 2
shadowless
}
> And what do you need
> the skysphere for?
For a bit of ambient light. Normal ambient light is a bit too flat, althought
there is a bit of that in there too.
> I think it's a really, really beautiful picture, and it litteratly shines
> with all the effort you've put into it, the only thing I can put my finger at
> is that the top of the tadpole seems to blend in with the background; what
> about turning the wall lights down a bit = darker wall? Another possibilty
> could be moving the tadpole a bit to the left: in that resolution its 105
> pixel from the left edge and 97 from the right, 8 pixel would bring it out
> against the light grey part of the wall.
Thanks for the comments. To be honest, I didn't really put a lot of thought into
the composition, and the walls are a bit ad hoc - I was more concentrating on
the lighting this time. Now I'm a bit more confident with diffierent lighting
types the next one will be a lot better.
Cheers,
Allister
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Message has 1 Reply: | | Re: Lights on the wall
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| (...) OK Thanks, I'll remember that (BTW you've forgotten to insert your name as author in MLCad's general settings; a nice thing if you ever want to publish your files...). (...) If you move the model in MLCad and make a new POV-file, you can just (...) (20 years ago, 31-Aug-04, to lugnet.cad.ray)
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Message is in Reply To:
| | 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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