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Am 27.09.2011 23:52, schrieb Cousin Ricky:
> Thomas de Groot<tenDOTlnDOTretniATtoorgedDOTt> wrote:
>
>> radiosity {
>> #if (RadSave)
>> pretrace_start 0.08
>> pretrace_end 0.004
>> count 50, 1000
>> error_bound 0.5
>> always_sample on
>
> In his Radiosity Voodoo articles (povray.text.tutorials), clipka recommends
> setting always_sample to off.
Those recommendations are for using radiosity in a single render. When
using a simplified scene to generate & save radiosity data, to be loaded
& used later in a separate render, "always_sample on" is ok; the
pre-render's main phase is likely to suffer artifacts, but it is
discarded anyway, and this way it's still good for something (namely to
serve as yet another radiosity pretrace step).
>
>> #else
>> pretrace_start 1
>> pretrace_end 1
>> count 50, 100
>> error_bound 1
>
> In 3.6, error_bound should be the same for both passes, otherwise the 2nd pass
> would take eons. I haven't tested this in 3.7.
It shouldn't be set /lower/ than in the first pass, but a higher value
should be ok. Some care is recommended though: Increasing error_bound
also increases the risk of light "leaking" through walls in corners.
>> always_sample off
>> #end //of RadSave
>> brightness 1
>> recursion_limit 2
>> nearest_count 10, 5
>
> In his Radiosity Voodoo articles, clipka recommends setting nearest_count to 1,
> especially during the final render. However, the current documentation suggests
> that this would have poor results. Although I can't recall the details, I
> remember that I didn't get satisfactory results by tweaking this.
I'm not so sure about this recommendation any longer. For the main pass
in a 2-pass approach it doesn't actually matter much: In the main pass
pretrace, a pretrace_start and pretrace_end setting of 1 will make sure
that at most one single additional sample will be taken (if any
pretracing is done at all; I'm not perfectly sure about that right now),
which doesn't make much of a difference; and with always_sample off the
nearest_count setting is irrelevant during the render proper anyway.
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