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As I understand you B) would work with a ridiculously high resolution?
Nekar
"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:3ABA1641.D8617F72@gmx.de...
>
>
> Nekar Xenos wrote:
> >
> > Ok, let's use some examples on the radiosity sample that comes with
Povray :
> >
> > A) Rendered with the best known settings for radiosity.
> >
> > B) Use isosurfaces or heightfields to make the roughness of real world
> > texture, such as wall paint, etc. Use photon packs for lighting and no
> > radiosity.
> >
> > Which should look more real?
> >
>
> Your B-version would not be a feasible solution. The surface structures
> leading to diffuse scattering of light in reality are in micrometer
> scale. Even if you use that accurate geometry there would be no effect in
> Povray.
>
> Photon mapping right now is good for large scale computation of reflection
> and refraction, but not for realistic simulation of the detail effects.
>
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmx de>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/
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