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The light_source
is not really an object. Light sources have
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 objects using union
. Their full syntax is:
LIGHT_SOURCE: light_source { <Location>, COLOR [LIGHT_MODIFIERS...] } LIGHT_MODIFIER: LIGHT_TYPE | SPOTLIGHT_ITEM | AREA_LIGHT_ITEMS | GENERAL_LIGHT_MODIFIERS LIGHT_TYPE: spotlight | shadowless | cylinder | parallel SPOTLIGHT_ITEM: radius Radius | falloff Falloff | tightness Tightness | point_at <Spot> PARALLEL_ITEM: point_at <Spot> AREA_LIGHT_ITEM: area_light <Axis_1>, <Axis_2>, Size_1, Size_2 | adaptive Adaptive | jitter Jitter | circular | orient GENERAL_LIGHT_MODIFIERS: looks_like { OBJECT } | TRANSFORMATION fade_distance Fade_Distance | fade_power Fade_Power | media_attenuation [Bool] | media_interaction [Bool] | projected_through
LIGHT_TYPE : pointlight falloff : 70 media_interaction : on media_attenuation : off point_at : <0,0,0> radius : 70 tightness : 10
The different types of light sources and the optional modifiers are described in the following sections.
The first two items are common to all light sources. The <Location>
vector gives the location of the light. The COLOR gives the color
of the light. Only the red, green, and blue components are significant. Any
transmit or filter values are ignored.
Note: you vary the intensity of
the light as well as the color using this parameter. A color such as
rgb <0.5,0.5,0.5>
gives a white light that is half the
normal intensity.
All of the keywords or items in the syntax specification above may appear in any order. Some keywords only have effect if specified with other keywords. The keywords are grouped into functional categories to make it clear which keywords work together. The GENERAL_LIGHT_MODIFIERS work with all types of lights and all options.
Note: that TRANSFORMATIONS such as translate
,
rotate
etc. may be applied but no other OBJECT_MODIFIERS
may be used.
There are three mutually exclusive light types. If no LIGHT_TYPE is
specified it is a point light. The other choices are spotlight
and cylinder
.
The simplest kind of light is a point light. A point light source sends
light of the specified color uniformly in all directions. The default light
type is a point source. The <Location>
and
COLOR is all that is required. For example:
light_source { <1000,1000,-1000>, rgb <1,0.75,0> //an orange light }
Normally light radiates outward equally in all directions from the source.
However the spotlight
keyword can be used to create a cone of
light that is bright in the center and falls of to darkness in a soft fringe
effect at the edge.
Although the cone of light fades to soft edges, objects illuminated by spotlights still cast hard shadows. The syntax is:
SPOTLIGHT_SOURCE: light_source { <Location>, COLOR spotlight [LIGHT_MODIFIERS...] } LIGHT_MODIFIER: SPOTLIGHT_ITEM | AREA_LIGHT_ITEMS | GENERAL_LIGHT_MODIFIERS SPOTLIGHT_ITEM: radius Radius | falloff Falloff | tightness Tightness | point_at <Spot>Default values:
radius: 30 degrees falloff: 45 degrees tightness: 0
The point_at
keyword tells the spotlight to point at a
particular 3D coordinate. A line from the location of the spotlight to the
point_at
coordinate forms the center line of the cone of light.
The following illustration will be helpful in understanding how these values
relate to each other.
The falloff
, radius
, and tightness
keywords control the way that light tapers off at the edges of the cone.
These four keywords apply only when the spotlight
or
cylinder
keywords are used.
The falloff
keyword specifies the overall size of the cone of
light. This is the point where the light falls off to zero intensity. The
float value you specify is the angle, in degrees, between the edge of the
cone and center line. The radius
keyword specifies the size of
the "hot-spot" at the center of the cone of light. The
"hot-spot" is a brighter cone of light inside the spotlight cone
and has the same center line. The radius
value specifies the
angle, in degrees, between the edge of this bright, inner cone and the center
line. The light inside the inner cone is of uniform intensity. The light
between the inner and outer cones tapers off to zero.
For example, assuming a tightness 0
, with radius 10
and falloff 20
the light
from the center line out to 10 degrees is full intensity. From 10 to 20
degrees from the center line the light falls off to zero intensity. At 20
degrees or greater there is no light.
Note: if the radius and falloff values are close or equal the light intensity drops rapidly and the spotlight has a sharp edge.
The values for the radius
, and tightness
parameters are half the opening angles of the
corresponding cones, both angles have to be smaller than 90 degrees. The
light smoothly falls off between the radius and the falloff angle like shown
in the figures below (as long as the radius angle is not negative).
The tightness
keyword is used to specify an
additional exponential softening of the edges. A value other than 0, will
affect light within the radius cone as well as light in the falloff cone.
The intensity of light at an angle from the center line is given by:
intensity * cos(angle)tightness
.
The default value for tightness is 0. Lower
tightness values will make the spotlight brighter, making the spot wider and
the edges sharper. Higher values will dim the spotlight, making the spot
tighter and the edges softer. Values from 0 to 100 are acceptable.
You should note from the figures that the radius and falloff angles interact with the tightness parameter. To give the tightness value full control over the spotlight's appearance use radius 0 falloff 90. As you can see from the figure below. In that case the falloff angle has no effect and the lit area is only determined by the tightness parameter.
Spotlights may be used anyplace that a normal light source is used. Like any light sources, they are invisible. They may also be used in conjunction with area lights.
The cylinder
keyword specifies a cylindrical light source
that is great for simulating laser beams. Cylindrical light sources work
pretty much like spotlights except that the light rays are constrained by a
cylinder and not a cone. The syntax is:
CYLINDER_LIGHT_SOURCE: light_source { <Location>, COLOR cylinder [LIGHT_MODIFIERS...] } LIGHT_MODIFIER: SPOTLIGHT_ITEM | AREA_LIGHT_ITEMS | GENERAL_LIGHT_MODIFIERS SPOTLIGHT_ITEM: radius Radius | falloff Falloff | tightness Tightness | point_at <Spot>Default values:
radius: 0.75 degrees falloff: 1 degrees tightness: 0
The point_at
, radius
, falloff
and
tightness
keywords control the same features as with the
spotlight. See "Spotlights" for details.
You should keep in mind that the cylindrical light source is still a point light source. The rays are emitted from one point and are only constraint by a cylinder. The light rays are not parallel.
syntax: light_source { LOCATION_VECTOR, COLOR [LIGHT_SOURCE_ITEMS...] parallel point_at VECTOR }
The parallel
keyword can be used with any type of light source.
Note: for normal point lights, point_at
must come after
parallel
.
Parallel lights are useful for simulating very distant light sources, such as sunlight. As the name suggests, it makes the light rays parallel.
Technically this is done by shooting rays from the closest point on a plane to the
object intersection point. The plane is determined by a perpendicular defined by the
light location
and the point_at
vector.
Two things must be considered when choosing the light location (specifically, its distance):
fade_distance
and fade_power
use the light
location
to determine distance for light attenuation, so the attenuation
still looks like that of a point source.
Area light sources occupy a finite, one- or two-dimensional area of space. They can cast soft shadows because an object can partially block their light. Point sources are either totally blocked or not blocked.
The area_light
keyword in POV-Ray creates sources that are
rectangular in shape, sort of like a flat panel light. Rather than performing
the complex calculations that would be required to model a true area light,
it is approximated as an array of point light sources spread out over the
area occupied by the light. The array-effect applies to shadows only. The
object's illumination is still that of a point source. The intensity of
each individual point light in the array is dimmed so that the total amount
of light emitted by the light is equal to the light color specified in the
declaration. The syntax is:
AREA_LIGHT_SOURCE: light_source { LOCATION_VECTOR, COLOR area_light AXIS_1_VECTOR, AXIS_2_VECTOR, Size_1, Size_2 [adaptive Adaptive] [ jitter ] [ circular ] [ orient ] [ [LIGHT_MODIFIERS...] }
Any type of light source may be an area light.
The area_light command defines the location, the size and orientation of the area light
as well as the number of lights in the light source array. The location vector is the
centre of a rectangle defined by the two vectors <Axis_1>
and <Axis_2>
. These specify the lengths and directions
of the edges of the light.
Since the area lights are rectangular in shape these vectors should be perpendicular to each other. The larger the size of the light the thicker the soft part of shadows will be. The integers Size_1 and Size_2 specify the number of rows and columns of point sources of the. The more lights you use the smoother your shadows will be but the longer they will take to render.
Note: it is possible to specify spotlight parameters along with the area light parameters to create area spotlights. Using area spotlights is a good way to speed up scenes that use area lights since you can confine the lengthy soft shadow calculations to only the parts of your scene that need them.
An interesting effect can be created using a linear light source. Rather than having a rectangular shape, a linear light stretches along a line sort of like a thin fluorescent tube. To create a linear light just create an area light with one of the array dimensions set to 1.
The jitter
command is optional. When used it causes the
positions of the point lights in the array to be randomly jittered to
eliminate any shadow banding that may occur. The jittering is completely
random from render to render and should not be used when generating
animations.
The adaptive
command is used to enable adaptive sampling of
the light source. By default POV-Ray calculates the amount of light that
reaches a surface from an area light by shooting a test ray at every point
light within the array. As you can imagine this is very slow. Adaptive
sampling on the other hand attempts to approximate the same calculation by
using a minimum number of test rays. The number specified after the keyword
controls how much adaptive sampling is used. The higher the number the more
accurate your shadows will be but the longer they will take to render. If
you're not sure what value to use a good starting point is
adaptive 1
. The adaptive
keyword only accepts integer
values and cannot be set lower than 0.
When performing adaptive sampling POV-Ray starts by shooting a test ray at each of the four corners of the area light. If the amount of light received from all four corners is approximately the same then the area light is assumed to be either fully in view or fully blocked. The light intensity is then calculated as the average intensity of the light received from the four corners. However, if the light intensity from the four corners differs significantly then the area light is partially blocked. The area light is split into four quarters and each section is sampled as described above. This allows POV-Ray to rapidly approximate how much of the area light is in view without having to shoot a test ray at every light in the array. Visually the sampling goes like shown below.
While the adaptive sampling method is fast (relatively speaking) it can
sometimes produce inaccurate shadows. The solution is to reduce the amount
of adaptive sampling without completely turning it off. The number after the
adaptive keyword adjusts the number of times that the area light will be
split before the adaptive phase begins. For example if you use
adaptive 0
a minimum of 4 rays will be shot at the light. If you use
adaptive 1
a minimum of 9 rays will be shot (adaptive
2
gives 25 rays, adaptive 3
gives 81 rays, etc).
Obviously the more shadow rays you shoot the slower the rendering will be so
you should use the lowest value that gives acceptable results.
The number of rays never exceeds the values you specify for rows and columns
of points. For example area_light x,y,4,4
specifies a 4 by 4
array of lights. If you specify adaptive 3
it would mean that
you should start with a 9 by 9 array. In this case no adaptive sampling is
done. The 4 by 4 array is used.
The circular
command has been added to area lights in
order to better create circular soft shadows. With ordinary area lights the pseudo-lights
are arranged in a rectangular grid and thus project partly rectangular shadows around
all objects, including circular objects.
By including the circular
tag in an area light, the light is stretched
and squashed so that it looks like a circle: this way, circular or spherical light sources
are better simulated.
A few things to remember:
circular
with linear area lights or area lights
which have a 2x2 size.The orient
command has been added to area lights in order
to better create soft shadows. Without this modifier, you have to take care when
choosing the axis vectors of an area_light, since they define both its area and orientation.
Area lights are two dimensional: shadows facing the area light receive light from a
larger surface area than shadows at the sides of the area light.
Actually, the area from which light is emitted at the sides of the area light is reduced to a single line, only casting soft shadows in one direction.
Between these two extremes the surface area emitting light progresses gradually.
By including the orient
modifier in an area light, the light is rotated
so that for every shadow test, it always faces the point being tested. The initial
orientation is no longer important, so you only have to consider the desired dimensions
(area) of the light source when specifying the axis vectors.
In effect, this makes the area light source appear 3-dimensional (e.g. an area_light
with perpendicular axis vectors of the same size and dimensions using circular
and orient
simulates a spherical light source).
Orient has a few restrictions:
These three rules exist because without them, you can get unpredictable results from the orient feature.
If one of the first two rules is broken, POV will issue a warning and correct the problem. If the third rule is broken, you will only get the error message, and POV will not automatically correct the problem.
Using the shadowless
keyword you can stop a light source from
casting shadows. These lights are sometimes called "fill lights".
They are another way to simulate ambient light however shadowless lights have
a definite source. The syntax is:
SHADOWLESS_LIGHT_SOURCE: light_source { <Location>, COLOR shadowless [LIGHT_MODIFIERS...] } LIGHT_MODIFIER: AREA_LIGHT_ITEMS | GENERAL_LIGHT_MODIFIERS
shadowless
may be used with all types of light sources.
The only restriction is that shadowless
should be before or
after all spotlight or cylinder option keywords. Don't mix or you get
the message "Keyword 'the one following shadowless' cannot be used with
standard light source". Also note that shadowless lights will not cause
highlights on the illuminated objects.
Normally the light source itself has no visible shape. The light simply
radiates from an invisible point or area. You may give a light source any
shape by adding a looks_like {
OBJECT }
statement.
There is an implied no_shadow
attached to the
looks_like
object so that light is not blocked by the object. Without
the automatic no_shadow
the light inside the object would not
escape. The object would, in effect, cast a shadow over everything.
If you want the attached object to block light then you should attach it
with a union
and not a looks_like
as follows:
union { light_source { <100, 200, -300> color White } object { My_Lamp_Shape } }
Presumably parts of the lamp shade are transparent to let some light out.
Syntax:
light_source { LOCATION_VECTOR, COLOR [LIGHT_SOURCE_ITEMS...] projected_through { OBJECT } }
Projected_through can be used with any type of light source. Any object can be
used, provided it has been declared before.
Projecting a light through an object can be thought of as the opposite of
shadowing: only the light rays that hit the projected_through object
will contribute to the scene.
This also works with area_lights, producing spots of light with soft edges.
Any objects between the light and the projected through object will not cast
shadows for this light. Also any surface within the projected through object
will not cast shadows.
Any textures or interiors on the object will be stripped and the object will not
show up in the scene.
By default POV-Ray does not diminish light from any light source as it
travels through space. In order to get a more realistic effect
fade_distance
and fade_power
keywords followed by float
values can be used to model the distance based falloff in light
intensity.
The fade_distance
is used to specify the distance at which the
full light intensity arrives, i. e. the intensity which was given by the
COLOR specification. The actual attenuation is described by the
fade_power
Fade_Power
, which determines
the falloff rate. For example linear or quadratic falloff can be used by
setting fade_power
to 1 or 2 respectively. The complete
formula to calculate the factor by which the light is attenuated is
with d
being the distance the light has traveled.
You should note two important facts: First, for Fade_Distance
larger than one the light intensity at distances smaller than
Fade_Distance
actually increases. This is necessary
to get the light source color if the distance traveled equals the
Fade_Distance
. Second, only light coming directly
from light sources is attenuated. Reflected or refracted light is not
attenuated by distance.
By default light sources will interact with an atmosphere added to the
scene. This behavior can be switched off by using media_interaction off
inside the light source statement.
Note: in POV-Ray 3.0 this feature was turned off and on with the atmosphere keyword.
Normally light coming from light sources is not influenced by fog or
atmospheric media. This can be changed by turning the media_attenuation on
for a given light source on. All light coming from this light source will now
be diminished as it travels through the fog or media. This results in an
distance-based, exponential intensity falloff ruled by the used fog or media.
If there is no fog or media no change will be seen.
Note:in POV-Ray 3.0 this feature was turned off and on with the atmospheric_attenuation keyword.
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