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Le 17-07-28 à 05:44, gregors a écrit :
> Hello
>
> Every time when I tried to render the scene I've got different results. The
> difference was in the lighting of the scene. In the scene there is only one HDR
> sky_sphere.
>
> I am using official 3.7 build on Windows and unofficial MacOS build 3.7.1.
>
> Is there something I've missed?
>
> Here are two examples of the resulting image: https://ibb.co/gR9VkQ
>
> Here is complete test scene:
>
> #version 3.7;
>
> #include "colors.inc"
> #include "finish.inc"
>
> #default{
> finish{
> ambient 0
> diffuse 1
Not a good idea. A value around 0.6 to 0.8 will give more realist
results.> to }
> }
>
> global_settings {
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.04
Should be smaller, like 0.01 or even 0.005
> count 35
MUCH to small for a pure radiosity scene. Ok in a scene using regular
light_source.
Use at least 75, probably more.
Also, you should try the 2 parameters variation. The second value set a
pool of samples directions. It help reduce artefacts.
try this :
count 160, 5555
>
> nearest_count 5
Maybe a little small.
Take advantage of the adaptive version :
nearest_count 5, 20
> error_bound 1.8
Maybe a little smaller, like 0.9
This is OK when NOT using pure radiosity, but illuminating your scene
with light_source.
> recursion_limit 3
>
> low_error_factor .5
OK, but you may want to try something smaller here also. Good values
range between 0.1 and 0.5
> gray_threshold 0.0 // OK
> minimum_reuse 0.015 // OK
> brightness 1 // OK
>
> adc_bailout 0.01/2 // Probably OK
> }
> }
>
> sky_sphere{
> pigment{
> image_map {
> hdr "..\kitchen_probe.hdr"
Take note that it's a single direction probe. It have a blind spot and
you can see the camera.
> map_type 1
> interpolate 4
> }
> } // end of pigment
> } //end of skysphere -----
>
> // perspective (default) camera
> camera {
> location <0.0, 1.2, -2.0>
> look_at <0.0, 0.5, 0.0>
> right x*image_width/image_height
> }
>
>
> // scene
> sphere{ <0,0,0>, 0.5
> texture{
> pigment{ DimGray }
> finish{ Dull }
> } // end of texture
> translate <0, 0.5, 0>
> }
>
> plane{
> <0,1,0>, 0 hollow // normal vector, distance to zero ----
Why add «hollow»? It have absolutely no effect in this scene.
> texture{
> pigment{ Gray }
> finish{ Dull }
> } // end of texture
> }
>
>
Alain
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