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  • [[Category:Light Sources]] ...ve no visible shape of their own. They are just points or areas which emit light. They are categorized as objects so that they can be combined with regular
    33 KB (5,394 words) - 14:42, 9 June 2021

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  • [[Category:Light Sources]] ...ve no visible shape of their own. They are just points or areas which emit light. They are categorized as objects so that they can be combined with regular
    33 KB (5,394 words) - 14:42, 9 June 2021
  • ===The Light Source=== {{#indexentry:Light Source, the}}
    25 KB (4,020 words) - 23:32, 30 September 2017
  • <p>How does light reflect, what happens in shadows and what kind of highlights are visible? T ...and <code>phong</code> components. At shallow viewing angles and/or light source angles it instead decreases the brightness of the <code>ambient</code>, <co
    36 KB (5,741 words) - 20:55, 2 July 2021
  • ...[Documentation:Tutorial Section 2#Defining a Light Source|Defining a Light Source]] ::1.2.4 [[Documentation:Tutorial Section 2.1#The Light Source|The Light Source]]
    89 KB (9,046 words) - 08:15, 17 June 2021
  • ...film. The reason why it looks fainter than the static objects is that the light coming from the moving object hits each point less time than static objects ...e camera is open and right at the end, ie. just before the shutter closes, light the scene with a bright flash.</p>
    26 KB (4,552 words) - 01:24, 28 April 2010
  • them if you wish), that you receive source code or can get it if you source code to the public.
    52 KB (8,130 words) - 15:31, 9 June 2021
  • <code>[[Reference:Light Source#Area Lights|:adaptive|adaptive]]</code><br> <code>[[Reference:Light Source#Area Lights|:area_illumination|area_illumination]]</code><br>
    44 KB (6,152 words) - 11:29, 2 October 2018
  • This means that mirrors can reflect light rays and lenses can focus light.</p> <p>Photon mapping works by shooting packets of light (photons) from light
    27 KB (4,555 words) - 18:30, 16 December 2016
  • ...of the two methods POV-ray supports of simulating the inter-reflections of light that occur in the real world. ...l of the light coming from an object is directly from a light source. The light we see may have been reflected many times by the surrounding objects.
    29 KB (4,726 words) - 11:00, 26 February 2010
  • ...engine, POV-Ray internally needs to represent colors using <em>linear</em> light intensity values to produce physically accurate results. However, the major ...s much light as the rightmost one. The sphere truly reflecting 50% as much light sits right behind it.</p>
    67 KB (10,475 words) - 15:22, 9 June 2021
  • for light backgrounds. But what if we want a media which works with both type of <p>This will make the sphere not only add light to the rays passing through it,
    59 KB (8,732 words) - 14:31, 9 June 2021
  • ...ible light source? or: Although I put the camera just in front of my light source, I can't see anything. What am I doing wrong?</p> ...ht spot like a star). POV-Ray doesn't add anything to that place where the light is coming, ie. there is nothing there, only empty space. It's just a kind o
    63 KB (10,871 words) - 12:16, 3 January 2012
  • <li>Changing the source code by hand in order to use 3DNow instructions. to use inline assembler). The source code of POV-Ray is not very
    24 KB (4,181 words) - 16:01, 23 June 2009
  • ...[Documentation:Tutorial Section 2#Defining a Light Source|Defining a Light Source]] :* [[Documentation:Tutorial Section 2.1#The Light Source|The Light Source]]
    22 KB (2,482 words) - 09:59, 26 June 2017
  • ::* [[Reference:Light Source|Light Source]] :::* [[Reference:Light Source#Point Lights|Point Lights]]
    33 KB (3,799 words) - 08:11, 17 June 2021
  • ...8, Mac OS X, Linux/UNIX, and numerous other platforms (when compiled from source). by simulating the way rays of light travel in the real world. However it does
    38 KB (5,895 words) - 20:53, 2 July 2021
  • ...code>rgb&lt;0,0,0&gt;</code> which means no light is absorbed, meaning all light passes through normally.</p> ...values. The default value is <code>rgb&lt;0,0,0&gt;</code> which means no light is emitted.</p>
    6 KB (985 words) - 17:37, 17 December 2016
  • <p>The idea is to raytrace a simple scene consisting of spheres and light <p class="Note"><strong>Note:</strong> There are no real spheres nor light sources here
    34 KB (5,423 words) - 12:00, 1 July 2012
  • ...n the shadows. Typically ray-tracing uses a trick called <em> ambient</em> light to simulate such effects but it is not very accurate.</p> <p>The problem of ray-tracing is to figure out what the light level is at each point that you can see in a scene. Traditionally, in ray t
    24 KB (3,994 words) - 08:02, 17 June 2021
  • <code>interior</code>. Light passing through the object is affected by as the ior stays the same. For light attenuation it means that an object will be
    23 KB (3,669 words) - 14:11, 16 November 2021

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