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Apologies if this has been understood by others but an explanation I just read
seemed so simple I'm baffled it does not quite work as expected.
In Moray I created a csg union of a point light with a sphere and created a
whiteish material with a finish ambient set to 1, and sphere set no shadow. But
it renders black, albeit light appears to emit from this object.
Have to turn the scene ambient up full in order to make the sphere look like its
lit, but this of course a produces general glow to all objects from an unseen
source which I dont really want.
Is setting the scene ambient to 1 the only way to get the sphere to "glow" or
have I missed something?
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"alanr" <nomail@nomail> wrote:
> Apologies if this has been understood by others but an explanation I just read
> seemed so simple I'm baffled it does not quite work as expected.
>
> In Moray I created a csg union of a point light with a sphere and created a
> whiteish material with a finish ambient set to 1, and sphere set no shadow. But
> it renders black, albeit light appears to emit from this object.
>
> Have to turn the scene ambient up full in order to make the sphere look like its
> lit, but this of course a produces general glow to all objects from an unseen
> source which I dont really want.
>
> Is setting the scene ambient to 1 the only way to get the sphere to "glow" or
> have I missed something?
If you're using radiosity then try emissive instead of ambient.
-------------------------------------------------
www.McGregorFineArt.com
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On 21/02/2011 1:22 AM, alanr wrote:
> Is setting the scene ambient to 1 the only way to get the sphere to "glow" or
> have I missed something?
What I think you are looking for is projected_through to allow light
through an object without the object casting a shadow. Or looks_like to
make a light source have the appearance of an object. Neither of which
seem to be available in Moray. I stopped using Moray a few years ago and
now use Bishop3D as is still being developed and works with PovRay 3.7.
Firstly create a material called Material1 with direct code texture.
Then create a union of a sphere and point light. Assign Material1 to the
sphere. You can change how translucent the sphere is by changing the
diffuse value of interior_texture and change the ambient in the
the code.
Code below (watch out for line breaks):
#declare Material1 =
material{
texture {
pigment {
colour rgbft <1.000,1.000,1.000,0.000,1.000>
}
finish {
ambient rgb <0.00,0.00,0.00>
brilliance 1.000
crand 0.000
diffuse 1.000
metallic 0.000
phong 0.000
phong_size 40.000
specular 0.200
roughness 0.050
reflection {
rgb <0.200,0.200,0.200>, rgb <0.100,0.100,0.100>
fresnel 0
falloff 0.000
exponent 1.000
metallic 0.000
}
}
}
interior_texture {
pigment {
colour rgbft <1.000,1.000,1.000,0.100,0.000>
}
normal {
leopard, 0.100
scale <0.001,0.001,0.001>
scale <0.001,0.001,0.001>
warp {
turbulence <5.000,5.000,5.000>
octaves 6
lambda 2.000
omega 0.500
}
}
finish {
ambient rgb <0.700,0.700,0.700> /* Change this overall
brightness */
brilliance 1.000
crand 0.000
diffuse 0.210 /* Change this for amount of transparency */
metallic 0.000
phong 0.000
phong_size 1.000
specular 0.000
roughness 0.001
reflection {
rgb <0.000,0.000,0.000>, rgb <0.000,0.000,0.000>
fresnel 0
falloff 0.000
exponent 1.000
metallic 0.000
}
}
}
}
--
Regards
Stephen
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"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> "alanr" <nomail@nomail> wrote:
> > Apologies if this has been understood by others but an explanation I just read
> > seemed so simple I'm baffled it does not quite work as expected.
> >
> > In Moray I created a csg union of a point light with a sphere and created a
> > whiteish material with a finish ambient set to 1, and sphere set no shadow. But
> > it renders black, albeit light appears to emit from this object.
> >
> > Have to turn the scene ambient up full in order to make the sphere look like its
> > lit, but this of course a produces general glow to all objects from an unseen
> > source which I dont really want.
> >
> > Is setting the scene ambient to 1 the only way to get the sphere to "glow" or
> > have I missed something?
>
> If you're using radiosity then try emissive instead of ambient.
>
> -------------------------------------------------
> www.McGregorFineArt.com
Hi Robert - thanks for your speedy reply - I must be having a senior moment as I
could not figure out how to get what I was after by trying that. I assume it
was a good suggestion, but my understanding of radiosity matters is very
limited, but your feedback was appreciated.
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Stephen <mcavoys_at@aoldotcom> wrote:
> On 21/02/2011 1:22 AM, alanr wrote:
> > Is setting the scene ambient to 1 the only way to get the sphere to "glow" or
> > have I missed something?
>
> What I think you are looking for is projected_through to allow light
> through an object without the object casting a shadow. Or looks_like to
> make a light source have the appearance of an object. Neither of which
> seem to be available in Moray. I stopped using Moray a few years ago and
> now use Bishop3D as is still being developed and works with PovRay 3.7.
> Firstly create a material called Material1 with direct code texture.
> Then create a union of a sphere and point light. Assign Material1 to the
> sphere. You can change how translucent the sphere is by changing the
> diffuse value of interior_texture and change the ambient in the
> the code.
>
> Code below (watch out for line breaks):
>
> code removed to save space>
>
> --
> Regards
> Stephen
Thanks for your speedy reply Stephen - but I followed your guidance to the
letter and got a reasonable result, especially when I cranked up the ambient to
1,1,1 and diffuse to 1. Not sure I fully understand the detail of the code but
thats why I use Moray.
But your solution works which is what matters, and for that I'm grateful.
Now going to post another very fundamental question on reflection.
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On 21/02/2011 1:35 PM, alanr wrote:
> Thanks for your speedy reply Stephen - but I followed your guidance to the
> letter and got a reasonable result, especially when I cranked up the ambient to
> 1,1,1 and diffuse to 1.
Alain in the p.binary.images group.
> Not sure I fully understand the detail of the code but
> thats why I use Moray.
>
not very good at visualising scenes.
But it is not a bad idea to be able to read and write some code.
before using Moray heavily.
> But your solution works which is what matters, and for that I'm grateful.
>
works with Ver 3.5)
> Now going to post another very fundamental question on reflection.
go. ;-)
--
Regards
Stephen
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