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On 08/04/2014 06:57 AM, clipka wrote:
> Am 04.08.2014 12:04, schrieb James Holsenback:
>> On 07/23/2014 07:27 PM, clipka wrote:
>>> I'm currently implementing a new UberPOV feature that allows bypassing
>>> the caching of radiosity samples, effectively resulting in purely
>>> stochastic unbiased Global Illumination computation. (See recent
>>> discussion on povray.unofficial.patches.)
>>
>> here's the image that prompted my parameter question in p.u.patches ...
>> the alcove is made of box primitives and has cylinders to round the
>> insides of the corners, used merge not union.
>
> I think what you're seeing is not an artifact at all.
>
> A surface like the floor typically gets darker near other surfaces such
> as the wall; but the strength of this effect depends on the wall's
> brightness. A very bright wall - whether just due to its colour or also
> due to the angle of illumination - may cause the floor nearby to even
> become /brighter/ than elsewhere, while a very dark wall - whether just
> due to its colour, angle of illumination or shadows - will cause the
> nearby floor to become /extremely/ dark.
>
Hmmm ... ok then just for sake of discussion here's how
#include "rad_def.inc"
Rad_Settings(Radiosity_Fast, off, off)
handles things
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