POV-Ray : Newsgroups : povray.binaries.images : PoVEarth, day #6 - first obstacle! : PoVEarth, day #6 - first obstacle! Server Time
15 Nov 2024 08:22:26 EST (-0500)
  PoVEarth, day #6 - first obstacle!  
From: Jörg 'Yadgar' Bleimann
Date: 22 Jul 2008 18:31:18
Message: <48865fb6@news.povray.org>
High!

As announced yesterday, I started experimenting with various radiosity 
and/or finish settings to get rid of the unrealistically dark surfaces 
inside the buildings... I'm quite aware that, on a bright sunny day, the 
outside environment is orders of magnitude brighter than rooms 
indirectly lit - but, on the other hand, the human eye's perception of 
brightness levels is logarithmic rather than linear, i. e. indoor scenes 
appear substantially brighter than they actually are.

But obviously PoV-Ray does not take this into account when rendering 
such indoor scenes... or is there a way to calibrate PoV-Ray's lighting 
system to match the human perception more closely?

I tried three combinations of radiosity brightness and diffuse values of 
the used texture, attached here (currently, beside the sand-coloured 
ground texture, only a simple "concrete" texture is used), but none of 
them satisfied me. What concerns me most is the stark contrast between 
the floor (lit by the blue sky) and the walls (lit only by the floor).

Is it possible to get more balanced (and, overall, higher) brightness 
levels with different radiosity values - or do I have to used some 
shadowless fill light(s)?

See you on www.khyberspace.de!

Yadgar


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