12-28-2012, 03:57 AM
(12-27-2012, 09:15 PM)micheus Wrote: A simple face (you had extracted) worked just as the regular Area light - only four vertices. I'm supposedly making nothing if I reach this condition. Supposedly because (I don't know if you have noticed) the shadow is in the opposed side of the cube.I did not I had to rush to, uh... you know where.
Quote:If you cut the four edges of your lamp (select and hit 2), then it will be treated as a mesh lamp and the shadow will be displayed in the right side of the cube. But, if you make it bright (playing with Ambient values) you will notice that the plane is now rotated.
Now this is becoming really interesting. I'll have to play with it as soon as I get time.
BTW, did you notice the images in the post before the "lamp" one.
The torus is a narrow 3 x 3 encircling the cube, both at origin. Two points of interest:
1. The torus is fully "lit," but the cube isn't. I'll check ASAP if dividing the torus will make it a meshlight. (As your previous post seems to suggest.)
2. Parts of the torus are in shadow. (They should ideally be ambient - or emissive? - 1 or 1+).
Perhaps oort can help in this? Or maybe I (we?) can play with the lights in Pov-ray editor, trying to understand the newer lights. (Unlike you guys I need to actually play around with the options before I understand them.)
(12-27-2012, 11:40 PM)micheus Wrote: Plugin updated.
I forgot to applay matrix tranformation (POV uses left-handed coordinate systems).
...
For this last situation, you will notice in the .pov file, that there is a multiplier for the Ambient in the texture declaration (look_at_looks_like { mesh2 { ...).
I'm calculing it automaticly in order to make the "object" glow - it will looks like you see it in the Wings.
Thanks. Downloading. Will try ASAP