POV-Ray : Newsgroups : povray.binaries.images : Another test image : Re: Another test image Server Time
16 Nov 2024 06:15:19 EST (-0500)
  Re: Another test image  
From: Greg Edwards
Date: 2 Mar 2003 14:25:03
Message: <pbhp5uxb8v3q$.15z1da2883d22.dlg@40tude.net>
On 2 Mar 2003 10:55:38 -0500, Rich wrote:

> Greg Edwards <edw### [at] hotmailcomremovethis> wrote in
> news: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.
> 
> 
>   Does this also result in a decreased render time if used on Isosurfaces?  
> I have a scene that uses Iso-rocks, which kill the render time if radiosity 
> is used.  The rocks themselves get little to no benefit from the radiosity 
> calculations, so being able to label them with no_radiosity would be ideal 
> if that negated the increased render time.
> 
> Rich Allen

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.


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