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Greetings from Cologne!
May be, the following reflections are not new !?
May be just unnecessary or pesky!?
In this case give me a piece of your mind !
I've rarely gotten satisfactory results using (Mega)POV's radiosity.
Therefore, in my last projects, I add to almost all surfaces (except
perhaps the glass) MegaPov's "blurred reflection" - that is, what happens
in nature - it's true in opposite direction - but it's the habit of raytracing
anyway.
I'm quite happy with the results and it's easy to use.
With the few settings you have good control over the appearence of each
object and the results are correct, even in small details.
For most surfaces I use the following settings:
reflection .5
reflection_blur .5
reflection_samples 50
reflect_metallic 1
and
a bright hollow sphere or a sky_sphere to spend the diffuse light.
..
BUT, there are two faults, and they are the reasons for this posting:
1) The granulation
2) The slight shift of the diffuse reflections towards the camera
My suggestions are:
Ad 1)
I think, the granulation could be avoid by adding an option to the
"blurred reflection", which switches off the randomness of the
direction of the reflected rays in each point.
So - each point of surface should get the same, regular bunch of
rays. Perhaps such a bunch (reflection_samples) needs less
samples, which will reduce the rendertime as well.
Ad 2)
The reflection shift could be avoid by using a blurred reflection
(bunch of reflected rays), always PERPENDICULAR TO THE
SURFACE, regardless of the visual angle between the surface
and camera point.
I'm not experienced in changing and compiling source-code -
so, perhaps, perhaps, someone...!?
.. what shall I do?
Thank you for your patience!
I'm curious about reactions - and, of course, Help!
Tom Aust
www.aust-manufaktur.de
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Attachments:
Download 'radtest.jpg' (99 KB)
Preview of image 'radtest.jpg'
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