> It may, but the no_radiosity keyword means that the no_radiosity
> object will not affect the radiosity of other objects. In the scene I
> posted, the green ball had no_radiosity but it still had radiosity
> lighting. The difference it made was that the no_radiosity green ball
> had no little dark shadow on the ground like the yellow ball did.
> no_radiosity should prevent self-casting radiosity (similar to
> self-casting shadows) which may speed up your isosurface render and
> the rendering of the surrounding objects should have a slight speed
> increase. Just keep in mind the funny shadows that no_radiosity
> objects have. (like the green ball) Another speed issue is that the
> current binary (compiled with Visual C++ 6 Pro) runs noticeably slower
> than the original POV compiled using the Intel compiler. I'll try and
> address this when I make a public release. I'll be sure to post the
> source too.
Sounds promising, I'm looking forward to seeing what it can do.
Rich
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