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Op 6-6-2022 om 16:50 schreef Alain Martel:
>
> In a case like that, it's very interesting to use the importance feature
> of the latest versions.
>
> It's used as follow :
> You start by assigning a default importance weight to everything with a
> #default statement :
> #declare HighSamples = 50000;
> #declare AverageSamples = 75;
> #default{rediosity{ importance AverageSamples /HighSamples }}
>
> Then, for the objects to be used as light sources, you add :
> radiosity{ importance 1 }
> usually just before the closing brace or just before the texture
> definition.
>
> In cases like this, I tend to also use the adaptive nearest_count :
> nearest_count 20 3
>
> #declare HighSamples = 50000;
> #declare AverageSamples = 75;
> #default{radiosity{ importance AverageSamples/HighSamples }}
>
> global_settings{ assumed_gamma 1
> radiosity{
> pretrace_start 64/image_width
> pretrace_end 4/image_width
> minimum_reuse 4/image_width-0.05
>
> count HighSamples
> nearest_count 20 2
> error_bound 0.2 // this should be smaller
> // if you use radiosity emission
> // as a light source
> recursion_limit 4
> low_error_factor 0.35
> media off
>
> }
> <other optional global_settings stuff>}
>
> That cause the average number of samples used to be about 75 for most f
> the scene, but to be up to 50000 when sampling the area near the high
> emission objects.
This is very good advise! Note that you may have to crank-up your
emission value way beyond 1. For a rapid test, I used emission 1000
together with diffuse 1, for instance.
--
Thomas
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