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Gilles Tran wrote:
> news:40d73138@news.povray.org...
>> I've been working on a texture for tree bark. With
>> conventional lighting and no radiosity it looks
>> pretty much ok in my opinion (norad.jpg), but when
>> I try it out in my scene, with radiosity and very
>> little conventional light it looks very different
>> and substantially worse (rad.jpg).
>
> Radiosity isn't very gentle on small normals and doesn't give highlights,
> so a bumpy map with almost rad-only lighting looks typically flat.
> In a sunlit outdoor scene, using normal conventional lighting and
> radiosity at the same time works pretty well and is relatively easy to set
> up. You get the best of both worlds with these scenes: deep shadows,
> bright highlights and perfect radiosity "bleeding".
> Cloudy outdoor scenes relying mostly on radiosity are a little bit
> trickier, particularly on natural objects with complex textures.
> Light_groups may come handy for adding some shadows and hightlights in
> those cases.
>
> G.
>
Thanks for the insight. I'm trying now with a light group after
dropping the diffuse setting on the texture quite a bit. I'll
swap in an area light if it's looking good.
--
Bill Hails
http://thyme.homelinux.net/
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