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Jaime Vives Piqueres wrote:
>
> Hmmm... yes and no. It was a typo on the scene code, not on the
> message. :(
>
> So, it means that texture{pigment{rgbt .9}} alone does shows this
> effect. I tested it a bit more, and it's not as useful as I happily
> assumed. It does weird things with plain surfaces, and only softens
> certain kind of artifacts, with somewhat better results over curved
> surfaces. And it introduces squared artifacts when loading rad data.
>
> The attached images show a simple radiosity scene with only 1
> recursion level and intentional big artifacts. The first one is with
> simple textures, the second uses an extra layer "texture{pigment{rgbt
> .95}}" on all objetcs, and the last uses the same extra layer but was
> rendered loading the radiosity data (code on p.t.scene-files).
Note that reloading radiosity data might make an important difference
since not all data gets saved to the file (some of the irradiance
gradient information is lost, this might be the reason for your squared
artifacts). Have you tried adding a normal modifier to the second
texture layer (not much, just a tiny variation)?
I should also add that with high ambient surfaces you should make sure
you use the 3.6 beta since there were some modifications in the
radiosity code. Since the overall lighting level of the scenes is not
that high this probably does not make much difference but who knows...
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 07 Mar. 2004 _____./\/^>_*_<^\/\.______
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