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Bryce F.A.Q (Last Updated: 2025 Jan 23 6:01 pm)
Nope...go ahead and try it. A Parallel light is just a long spotlight. Resize it longer and the ends will eventually fade out to nothing. AS
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I may be using er, slightly incorrect terminology as far as what a stereotypical parallel light is usually considered... But, we WERE short changed when it come to the parallel light in Bryce. It should give us a CONSTANT level of light. It does not though. AS
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Er, if you increase the light and/or remove fallof, you don't get the shadows on the edges. Almost the same if you click Infinite Light. then, I created a parallel light 20x20x20. Intensity 25, Soft edge 50. Used the default gradient, Linear fallof and Infinite checked. Strung five lights on 5 BU difference. IE, the first one on 0, second on 5, third on 10... No edges inside - one rectangular light trail with fallof at the edges. Unfortunately, the light looks like there are two light bulbs at the positions of lights one and five. But the lighting difference is really not that noticeable. the main problem is that parallel light has a strong light source in the centre. BTW, try positioning parallel light above the horizon line, checking infinite and volume, and see what happens when the ray intersects the horizon. :-) Totally weird. Sorry, no pics, my Photoshop is still kaput.
-- erlik
Parallel light...in my book that would be a long flourescent light. (although that would also be a type of radial light, aslo.) I'll have to play with all these settings.... AS
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The parallel light thing always got me down, too. I have to disagree with you Pidjy, from #6, in that even though Bryce IS only a ray-tracer, ray-tracing wasn't and hasn't been made to simulate natural light at all... Rays are "data-rays", and not "light-rays", and behave nothing like photons. Check out Maxwell or mental ray for more information on that topic. Perhaps someone should suggest to DAZ something about fixing the parallel lights for version 6? I don't think I saw it on their "to do" list last time I looked...? Parallel lighting algorithms are really, really straightforward and should have been incorporated in version 1! But that's all just techy-ness. I'm trying to think of a use for the parallel light now, and simply can't... For a tube light, you'd still have to use multiple radial lights (the more lights, the cleaner it would be) since a parallel light only emits light in 1 or 2 directions, and a tube light emits light in ALL directions EXCEPT those 1 or 2 (the endcaps). A tube light would be the opposite of a parallel light... Zakalwe, in #13 and #14 your effects were caused by negative lights emitting POSITIVE shadows. Imagine a negative flashlight (negative photons exist?!?), where the spot you shined it on would be dark, and whatever shadows that cast would be lighter! That's what's happening in that image in #13... You can test it with one neggy light and a sphere, it's pretty weird but very cool! FLASHDARKS?!?!
Think Flourescent light bulb, but in just a strip, shooting in one direction. The Sun, in real life is a parallel light. It is so far away when the light finally hits us, the light rays are all but running parallel to one another. AS
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"Perhaps someone should suggest to DAZ something about fixing the parallel lights for version 6?" WAY ahead of you....;o) AS
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Attached Link: http://www.peachpit.com/articles/article.asp?p=174370&seqNum=4&rl=1
Yes, yet because of its distance, its light becomes basically parallel. "Due to the fact that the sun is so far away from the earth, by the time the light reaches us, the rays are essentially parallel to one another (see Figure 7.10). That is why you will also hear the term parallel light when referring to directional lights. The farther away the light source, the more parallel the rays become. Directional lights do not fall off with distance; the intensity is constant everywhere in the scene." Link; http://www.peachpit.com/articles/article.asp?p=174370&seqNum=4&rl=1
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Attached Link: Etereae Studios - "Introduction to 3D"
"Parallel: This is the ideal light for simulating the sun. Radial light can be used to represent the sun since it is a star that is located at a concrete point and that emits light in all directions. However, in relation to us, the sun is located far, far away. So much so that, to position a luminous point thousands of kilometres away is not practical. Thats why parallel light is used: it is called parallel because the rays emitted are parallel, virtually like the rays of the sun when they reach the Earth. The rays remain parallel even when placed close to the scene."
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Astronomy... Get a Straight Answer "Are the Sun's Rays Parallel? The Sun covers about half a degree of the sky. So rays that come from opposite edges of the Sun have directions which differ by half a degree and are not parallel. Rays which reach your left and right eye from a distant star, on the other hand, are very close to parallel--they may meet somewhere at the star, at the same point (and then they converge) or separated points (and then they probably diverge), but the eye and even the the telescope cannot resolve such details. Rays from the same point on the Sun are pretty much like those from a star. But again, "same point" is hard to pin down--even sunspots may be thousands of kilometers wide." And besides, that's why we have shadows with soft edges, 'cause rays come from different positions in space.
-- erlik
Zactly, lol. Good counter, though. ;oD Your Forum-Fu is strong... AS
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In this scene there are five vertical cylinders with a parallel light placed 500 units directly above the centre one. If the light were truly parallel, the shadows of the four outlying cylinders would be identical to that of the centre - i.e. hardly visible.
In the real world, if you spaced four poles twenty feet away from a centre pole in this arrangement, an overhead sun would provide five identical (non) shadows. Sunlight is indeed, to all intents and purposes, parallel. I suspect the Bryce sun is a radial light set at a massive distance.
Nice conclusion PJF, thank you! AS
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Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1918892
Sorry so late in posting. The link is to a post on some lighting experiments.This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
How can you have a real Parallel Light?
Well, I thought, place spot/parallel lights side by side, down a row. Logical idea, but it doesn't work. The spotlight inherently has some amount of falloff on its edges, no matter what you do, so placing them perfectly side by side, you can see the edges easily. Overlap them a little? Nope, doesn't work either, the overlap shows up more intensely than the previous falloff edges.
The only way to make it work on some level of decency, would be to overlap the spotlights a little, AND then blend them as perfectly as possible using the spotlights "Edge Softness" value. This is the only way I have found it to "work".
Three lights sized at 20/20/20, each placed 30 units apart, and each with a Edge Softness of 40, seems to KINDA work. Not perfectly, but its okay for a start. I can still see some slight edges, but they are faint. Yet, it still kicks the butt of the default Parallel Light.
Maybe someone can fiddle with those parameters and come up with the perfect setting, as to have it more seamless looking...
AgentSmith
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