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Tek wrote:
> No, it doesn't work. The media tag in radiosity is just to tell the
> radiosity on the non-media objects to sample from the media. i.e. if you
> have a glowing red media next to a white wall you'll get red radiosity on
> the wall, but if you have a white scattering media next to a glowing red
> wall the media won't pick up any of the red.
>
> It's a matter of the complexity of the problem. With light only coming from
> light sources the media needs to trace a shadow ray for every sample point
> inside the media, then numerically integrate the samples to work out how
> much self-shadowing the media is doing, which in turn requires multiple
> samples along the shadow ray, effectively an n^2 complex algorithm (though I
> suspect the pov implementation's a little more optimal than that). Anyway,
> if you wanted to do that with radiosity you'd need to do these shadow rays
> in random directions at every point, and to get a smooth effect you'd need
> far more samples than for an opaque object, and I'd guess that the tricks
> for smoothing out radiosity on opaque objects don't work nearly as well on
> media, so you could be talking about several orders of magnitude more
> complexity than just switching radiosity off and using a few extra light
> sources.
>
> At least, that's how I think it works.
>
> Still, I'm puzzled that there's no option to do it in POV. Pov's happy to
> let me do any of the hundreds of other things that give me infeasibly long
> render times :)
>
Thanks for that. Your explanation does awaken some dim and nearly
extinguished memories.
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