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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
  • light, the fog-like distance based particle density and last but not least keyword is used to set the direction of the incoming light, thus setting the
    20 KB (3,019 words) - 17:04, 17 December 2016
  • ...rk side'' of the object, that is, the side which doesn't ''see'' the light source.</p> ...gle is &lt;90 degrees) and thus, according to the normal vector, the light source should illuminate the point in question.</p>
    10 KB (1,772 words) - 18:28, 5 September 2009
  • <p>The very first thing to do for calculating the lighting for a light source is to see if the light source is illuminating the intersection point in the
    20 KB (3,262 words) - 08:21, 3 June 2011
  • things like placing cameras and light sources. We will also learn how to ====Defining a Light Source====
    31 KB (5,079 words) - 14:03, 16 December 2016
  • <p>Note that a similar problem appears when a light source is exactly on a is illuminated by this light.
    27 KB (4,754 words) - 15:50, 17 October 2009
  • than the light source. This gives the surface a more metallic appearance.</p> it depends on the angle of incidence of the light rays striking the surface.
    36 KB (5,495 words) - 14:23, 16 December 2016
  • POV-Ray files are actually source code of the POV-Ray scripting language. same way as a BASIC or Perl source code is interpreted). Making a scripting
    22 KB (3,786 words) - 15:57, 23 June 2009
  • ...ile the spotlight is only tested when the pixel falls into the cone of the light.</li> ...ment out (or enclose with <code>#if</code>-statements) the majority of the light sources and leave only the necessary ones to see the scene.</li>
    23 KB (3,978 words) - 02:27, 11 April 2021
  • ...blender.org/diffusion/BA/history/master/render_povray/ every commit to the source] of the script for new features or bug fixes, if you find out you need an u ...ghboring tabs contextually depending on selected object (geometry, camera, light...)
    42 KB (6,180 words) - 17:11, 5 August 2020
  • constant fog that interacts with the light coming from light sources. Beams of light become visible and objects will cast shadows into the fog.</p>
    19 KB (3,034 words) - 14:24, 16 December 2016
  • ...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?]]</li> ...ps#Topic 2|How do I make bright objects, which look like they are emitting light?]]</li>
    10 KB (1,714 words) - 02:33, 11 April 2021
  • <p>The source code of this image is the following:</p> ...ted as red. No part of the triangle should be illuminated by the red light source because the upper side of the triangle is nowhere facing down.</p>
    7 KB (1,213 words) - 18:28, 5 September 2009
  • <p>Ambient light is used to simulate the effect of inter-diffuse reflection effects by changing the color of the ambient light source. The syntax is:</p>
    14 KB (2,147 words) - 14:37, 9 June 2021
  • ...like <code>[[Reference:Media|:media|media]]</code> does. It will not show light beams or other effects and is therefore not very realistic.</p> ...and the particles in the atmosphere using volume sampling. Thus shafts of light beams will become visible and objects will cast shadows onto smoke or fog.<
    3 KB (483 words) - 18:09, 17 July 2012
  • ...an be [[Reference:Light Group|grouped]] together with other objects and/or light sources. POV-Ray also supports more sophisticated lighting models such as:
    489 bytes (71 words) - 13:11, 8 August 2012
  • <source lang="pov"> // create a regular point light source
    5 KB (871 words) - 08:28, 29 April 2008
  • <source lang="py"> </source>
    47 KB (7,135 words) - 09:19, 30 December 2022
  • <source lang="pov"> // -- The bare necessities are here : Camera & light --
    1 KB (186 words) - 20:02, 13 May 2021
  • ...ic Media Interaction|Atmospheric Media Interaction]] and [[Reference:Light Source#Atmospheric Attenuation|Atmospheric Attenuation]] for details.</p>
    5 KB (695 words) - 15:36, 12 February 2021
  • source file text editor.</p> will give scene source display a better structure. You can set how many
    22 KB (3,708 words) - 16:27, 15 June 2011
  • source file text editor./p will give scene source display a better structure. You can set how many
    20 KB (3,373 words) - 15:04, 29 March 2010
  • // create a regular point light source 0*x // light's position (translated below)
    14 KB (2,163 words) - 18:19, 10 February 2020
  • components. Here is a sample POV-Ray code showing a basic camera, light, and <p>Finally, create a light source.</p>
    36 KB (5,508 words) - 14:09, 16 December 2016
  • STAR Light - the raytracer from unknown source
    14 KB (2,327 words) - 15:59, 4 July 2017
  • (virtual) light that is responsible for the rainbow. Ideally this is an infinitely far away light source like the sun that emits parallel light rays.
    5 KB (781 words) - 19:08, 15 March 2012
  • ...:media_attenuation|media_attenuation]]</code>, and <code>[[Reference:Light Source#Atmospheric Media Interaction|:media_interaction|media_interaction]]</code>
    33 KB (5,379 words) - 14:34, 9 June 2021
  • ...& programming, including Inverse Kinematics, meshes, particle systems etc. Source code for example given. Especially of interest to game developers. Edited b *[http://graphics.stanford.edu/papers/metro/ Metropolis Light Transport]
    6 KB (865 words) - 11:45, 16 July 2013
  • <p>A surface has two sides; usually, only the side facing the light source is illuminated, ...is either partially transparent, or if the camera is inside and the light source
    851 bytes (133 words) - 19:06, 15 March 2012
  • *You've forgotten to add a light source to your scene (and none of your objects have their own ambience). ...ra is inside an object with ambient 0 in its finish statement and no light source within.
    623 bytes (108 words) - 16:33, 26 July 2010
  • [[Reference:Light Source#Area Lights|Jitter]] is a very small amount of random ray perturbation desi (with diffuse and specular lighting), colored light sources, reflections
    29 KB (5,048 words) - 14:27, 16 December 2016
  • ...e list of your 3D polygonally-bounded faces, the position in space of some light sources, and some characteristic features of the surfaces (color, reflectio ...ing, which provides a common environment and description language to treat light distribution in three dimensional spaces. Runs under Win95/NT and Linux</p>
    7 KB (1,067 words) - 16:56, 9 October 2011
  • ...de> refers to a process of making patterned rounded shapes by spinning the source material in place and carving pieces out as it turns. The results can be el Here is some source for a really basic lathe.</p>
    54 KB (8,887 words) - 10:13, 29 September 2020
  • *[[HowTo:Use radiosity | How to: Simulate real-world ambient light]] ...com/povclipse2 How to use PovClipse2 : An Eclipse plugin to manage POV-Ray source]
    6 KB (903 words) - 18:58, 15 August 2023
  • ...orithms which only work for a restricted set of points. Includes C and C++ source code.</p> ...nginemonitoring.org/illum/illum.html Uniform illumination of a sphere by N light sources]
    7 KB (1,109 words) - 17:28, 4 July 2013
  • ...output them as 2D screen coordinates. For instance, maybe there is a light source in your scene that you want to record the 2D position of:
    11 KB (1,548 words) - 18:31, 28 May 2019
  • creating the illusion that a light source actually is visible. This keyword
    699 bytes (114 words) - 19:07, 15 March 2012