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stm31415 wrote:
>
> Well, let me explain why I used them, and hopefully someone can tell me
> where I went wrong.
>
> radiosity {
> #if (pass1)
> pretrace_start .04 <--- The pretraces, I reduced in size to get
> a little more variation in the colors and shadows of that big, blank far
> wall, by avoinding large sample areas.
> pretrace_end .01 <--- See above
Pretrace settings only influence the way samples are taken, you will
hardy achieve any general change except in artefacts. The pretrace_end
should be choosen with respect to the error_bound so the majority of the
samples are taken during pretrace. Your value probably is too high.
> error_bound .1 <-- I reduced the error bound until it looked good.
> Larger is too low quality, and lower changes very little.
Lower error_bound != higher quality!
> nearest_count 20 <--I was using this because that's what Tim Nikias
> reccomended for 2 pass radiosity. Ensures more even samples, as I
> understand it.
This first of all immensly increases render time and memory use. And
your argument does not even mention it increases quality in this case.
> count 1200 <-- I used a high count because it looked better. Low
> count gives the bland results I posted in p.b.i.
You mostly need a high count because your other settings require it.
> recursion_limit 5 <--- I have several panes of glass in the scene.
> Without a higher recursion limit, the scene gets very dark.
Transparent surfaces are influenced by max_trace_level but have no
relation to recursion_limit - this is only relevant for the diffuse
reflection iteration. The idea of two pass radiosity is to avoid
refractive/reflective surfaces in the first pass.
> max_sample 2 <-- Increaced for the lights upstairs, which have a
> high ambient.
max_sample *limits* the brightness of samples and does not increase it.
> nearest_count 20 <-- Tim, again
complete nonsense in combination with 'always_sample off'.
> max_sample 1 <--So I can see the partitions in the lights, now that
> the light from them is calculated
Changing this in the second pass is a possible artefact creator.
Again my recommendation: start with the default and only change settings
when you see they have the intended effect.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
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