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> I'm working on a scene using textures from stones.inc, and I've noticed large
> differences in the appearance of certain textures when rendered with radiosity.
>
> the left side is without radiosity, the right side is with. The primary texture
> is T_Stone43 and the secondary is T_Stone39
On the left, the ambient part of the textures makes them visible.
On the right side, there is NO ambient, and obviously, there is no
actual light and no object with emission in it's finish.
>
> I know that this is the result of ambient values in the textures, but the
> difference seems a little severe even so.
When rendering using radiosity, the ambient component of the textures is
turned OFF. You need to add emission float to the finish to make the
texture glow.
You can add a skysphere whitch, by default, is emissive.
You can add at least one actual light_source.
You can add some large object with
texture{pigment{rgb 1}finish{emission 1}}
>
> I can't really experiment with the settings much, as my scene takes almost two
> days to render with radiosity, and that's using -RVP and giving povray top
> priority on processor usage.
>
> On a side note: does anybody have a good texture tutorial? I've created custom
> textures before, but nothing terribly complex, and I'm mystified as to how some
> of the definitions in the libraries work considering that they pack multiple
> texture statements into one identifier. I understand that it's a layered
> texture, but I'm confused as to how it gets parsed as a single texture and
> subsequent definitions don't interfere.
>
> Ideally, I'd like something that covers the new features like SSLT.
>
> Second note: Bryce 7 has the ability to bake Light Probes for HDRI, and I was
> wondering if this sort of thing could be done natively in povray using a fisheye
> camera.
>
> Regards,
> A.D.B.
>
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