By default the ambient light source, which emits its light everywhere and in all directions, is pure white (rgb <1,1,1>). Changing its color can be used to create interesting effects. First of all the overall light level of the scene can be adjusted easily. Instead of changing all ambient values in every finish only the ambient light source is modified. By assigning different colors we can create nice effects like a moody reddish ambient lighting. For more details about the ambient light source see "Ambient Light".
Below is an example of a red ambient light source.
We create a new file and name it litedemo.pov. We edit it as follows:
We add the following simple objects:
Now we add a pointlight:
We render this at 200x150 -A and see that the objects are clearly visible with sharp shadows. The sides of curved objects nearest the light source are brightest in color with the areas that are facing away from the light source being darkest. We also note that the checkered plane is illuminated evenly all the way to the horizon. This allows us to see the plane, but it is not very realistic.
We render this at 200x150 -A and see that only the objects are illuminated. The rest of the plane and the outer portions of the objects are now unlit. There is a broad falloff area but the shadows are still razor sharp. Let's try fiddling with some of these parameters to see what they do. We change the falloff value to 16 (it must always be larger than the radius value) and render again. Now the falloff is very narrow and the objects are either brightly lit or in total darkness. Now we change falloff back to 20 and change the tightness value to 100 (higher is tighter) and render again. The spotlight appears to have gotten much smaller but what has really happened is that the falloff has become so steep that the radius actually appears smaller.
We decide that a tightness value of 10 (the default) and a falloff value of 18 are best for this spotlight and we now want to put a few spots around the scene for effect. Let's place a slightly narrower blue and a red one in addition to the white one we already have:
Rendering this we see that the scene now has a wonderfully mysterious air to it. The three spotlights all converge on the objects making them blue on one side and red on the other with enough white in the middle to provide a balance.
Area lights have dimension in two axis'. These are specified by the first two vectors in the area light syntax. We must also specify how many lights are to be in the array. More will give us cleaner soft shadows but will take longer to render. Usually a 3*3 or a 5*5 array will suffice. We also have the option of specifying an adaptive value. The adaptive keyword tells the ray-tracer that it can adapt to the situation and send only the needed rays to determine the value of the pixel. If adaptive is not used, a separate ray will be sent for every light in the area light. This can really slow things down. The higher the adaptive value the cleaner the umbra will be but the longer the trace will take. Usually an adaptive value of 1 is sufficient. Finally, we probably should use the jitter keyword. This tells the ray-tracer to slightly move the position of each light in the area light so that the shadows appear truly soft instead of giving us an umbra consisting of closely banded shadows.
OK, let's try one. We comment out the cylinder lights and add the following:
This is a white area light centered at <2,10,-3>. It is 5 units (along the x-axis) by 5 units (along the z-axis) in size and has 25 (5*5) lights in it. We have specified adaptive 1 and jitter. We render this at 200x150 -A.
Right away we notice two things. The trace takes quite a bit longer than it did with a point or a spotlight and the shadows are no longer sharp! They all have nice soft umbrae around them. Wait, it gets better.
Spotlights and cylinder lights can be area lights too! Remember those sharp shadows from the spotlights in our scene? It would not make much sense to use a 5*5 array for a spotlight, but a smaller array might do a good job of giving us just the right amount of umbra for a spotlight. Let's try it. We comment out the area light and change the cylinder lights so that they read as follows:
We now have three area-spotlights, one unit square consisting of an array of four (2*2) lights, three different colors, all shining on our scene. We render this at 200x150 -A. It appears to work perfectly. All our shadows have small, tight umbrae, just the sort we would expect to find on an object under a real spotlight.
Section 4.6.3
The Spotlight Source
Section 4.6.4
The Cylindrical Light Source
Section 4.6.5
The Area Light Source
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