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Ryan Bennitt wrote:
> Well tried it and I've ended up with tiling artefacts everywhere. It wasn't
> exactly a complex scene either. Just a room with box walls and ceiling,
> isosurface carpet, high poly mesh armchair, low poly mesh side table and
> CSG'd cone lamp shade. All I did was add the following lines:
>
> #if( GENERATE_RADIOSITY )
> save_file "Sofa-radiosity.rad"
> #else
> load_file "Sofa-radiosity.rad"
> //always_sample off
> #end
>
> Then ran the first pass GENERATE_RADIOSITY=1 to generate the radiosity file,
> copy file to both PC's, then rendered the scene with GENERATE_RADIOSITY=0.
> Tried with and without "always_sample off" but it made no difference. Will
> playing with other parameters help to reduce the artefacts? e.g. increase
> count, reduce error_bound, etc. Or is this just a problem with radiosity
> that will likely never go away?
For the second pass, you must use "always_sample off" and the same
"error_bound" and "recursion_limit" as on the first pass. Also don't
forget to set "pretrace_start" and "pretrace_end" to 1. This setup works
for me in every scene I tried.
--
Jaime
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