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Cousin Ricky <ric### [at] yahoocom> wrote:
> Radiosity is awesome, but it can be very slow, especially at the quality
> levels needed to deal with small, bright objects. Sometimes, though,
> you can use tricks to fake radiosity.
>
> I've already mentioned using a spotlight to replace would-be radiosity
> from the hood interior, but what about radiosity *to* the hood interior?
>
> In the attached montage, the top row has an external light shining into
> the lamp hood; the middle row is in mostly shade; and the bottom row is
> lighted. The leftmost column uses radiosity with recursion_limit 2, a
> typical setting. The second column uses 4, a higher setting than is
> normally used, but which illuminates deeply shadowed areas and brings
> out their details. The third column has no radiosity, and uses a flat
> ambient throughout the scene, varying the ambient only in proportion to
> the diffuse in a given texture. The rightmost column also uses no
> radiosity, but uses gradient textures with varying ambient levels to
> simulate ambient occlusion. The ambient levels are all set by the lamp
> macro. Of course, any ambient setting is necessarily a compromise, but
> I think I've achieved a good balance.
Wow, your rendered image looks nice, and I just understand what is "ambient
occlusion" last week...(because I was looking into the various type of UV-map)
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