POV-Ray : Newsgroups : povray.binaries.images : Another test image : Another test image Server Time
16 Nov 2024 06:16:58 EST (-0500)
  Another test image  
From: Greg Edwards
Date: 1 Mar 2003 19:50:15
Message: <5uo4aatm80da.1vz81td2bfk8o$.dlg@40tude.net>
You'll notice something very unsettling about the green ball...

It's the other feature of my patch (currently engeniusly titled GE-POV) -- 
no_radiosity. This feature works in the same way as no_shadow or no_image 
only it affects radiosity calculations.
What is the use of this you might ask? If you want to have a visible light 
source as a bright ambient object but still have a conventional light 
source inside and use radiosity, the light from the ambient object and the 
conventional light source would conflict resulting in overexposed lighting. 
This effect is especially dramatic when you use really bright objects (eg. 
ambient 10) to create visible "dings" on objects as opposed to the 
unrealistic specular component. Using no_radiosity on the ambient object 
for the visible light source would fix this issue completely.
no_radiosity is used not only on the green ball but also on the ceiling 
light ambient object to prevent the double lighting conflict issue.

PS. dispersion_jitter, the first feature of GE-POV is demonstrated in my 
guessing game article posted yesterday.


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