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sooperFoX nous apporta ses lumieres en ce 2007/12/04 09:20:
> Thanks Alain for the helpful advice, you can be sure I'll give it a go next time
> around.
>
> I have to do a few tests and a lot more research into the light dome method. I
> have played with an HDR Shop plugin briefly a while back which I think uses a
> median cut method, but as it writes a text file as output I am going to have to
> find a way to 'massage' that output to POV light source statements. I think I
> also remember someone attempted to write an SDL version that does a similar
> thing, but if I recall it wasn't very fast.
>
> I'll let you know how it goes anyway. I am still not sure if median cut is the
> best way to go since it's better for dividing the distributed ambient (diffuse)
> light rather than a few 'representative' bright (specular) light points for
> photons.
>
> By the way, did you mean use radiosity instead of the photons, or along-side?
> Have you done anything like this before? If so, can you recommend any settings
> to use as a guide? Eg good range for error_bound, count and nearest_count
> values, etc?
>
>
> Cheers
>
> sooperFoX
>
>
> Alain <ele### [at] netscapenet> wrote:
>> To have the object just tangent, #declare the knot and use:
>> plane{y min_extent.y [your_Pigment]}
>> There is no way that a HDR will shoot photons. You can use the lights dome
>> method. It replace the HDRI background with numerous lights. You could also
>> crank up the radiosity settings.
>
>
I made a small error. It should be:
plane{min_extent(Knot).y [Your_pigment]}
--
Alain
-------------------------------------------------
A hooker once told me she had a headache.
Rodney Dangerfield
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