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> That's too bad! I'd like to do the same with radiosity as one would
normally
> do with photons. Addiotionally I would be really happy if media would with
> ambient light-sources into account: no light source, but just a(n)
object(s)
> with high ambient value, using radiosity.
I've attached an image showing how the first pass using radiosity
looks like: its rather blotchy and patchy. Notice though that we do
get a little refracted/reflected light underneath the sphere.
Still, radiosity is more of a diffuse reflection function, than photons,
which does specular reflection. They both complement each other
pretty well, and you shouldn't attempt doing photon effects with
pure radiosity unless you've got waaaay too much time on your
hands. But I guess its far from practical.
AFAIR someone had posted a reflecting torus, where radiosity
was used to create that light-focussed effect which occurs on the
inside of that obect. I'm not too sure who did it, and when though.
Still, it shows that it IS possible if you're desperate.
About that media interaction: I'll just make some tests. AFAIK
"media on" in the radiosity statement should take care of that,
but I hadn't experimented with that yet. I'll notify in this thread.
> I like 4_rad_r2b2p1_g00_largeAA best. It has no light bleeding at the
bottom
> of the triangle (see 1_rad_r2b1p1_largeAA), and the light source doesn't
> reflect the wall colors (3_rad_r2b1p1_largeAA).
Thanks for the feedback. Yeah, a shadowing lightsource doesn't
look too good. But IMHO, the lightbleeding may be a desired
effect when using radiosity, and it may be toned down using
gray_threshold.
--
Tim Nikias v2.0
Homepage: http://www.digitaltwilight.de/no_lights
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