POV-Ray : Newsgroups : povray.binaries.images : Floors, rails, stairs and roofs, tweaks : Re: Floors, rails, stairs and roofs, tweaks Server Time
23 Jun 2024 08:10:08 EDT (-0400)
  Re: Floors, rails, stairs and roofs, tweaks  
From: Bill Pragnell
Date: 16 Dec 2021 11:25:00
Message: <web.61bb672ca457077d22cd71f26f35e431@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
> It all looks impossibly complex-- and quite beautiful. Thanks for sharing the
> various renders and for explaining the nuts-and-bolts of how it was done.

Thanks for the interest! Feedback is a real motivator - if people are interested
in more, I'm more likely to take it further. Not that I'm not interested in it
for my own sake of course, but real life is so tiring :)

> In one of your earlier threads/posts, you mentioned the possibility of using a
> 'radiosity-only' light_source (a feature (?) in UBER POV), for adding
> additional fill light(?) to some of the darker recesses of your construction.
> Even if I'm wrong about your meaning, it sounds like an interesting feature to
> contemplate: A light_source that does not directly light-up an object surface,
> but does allow the object to emit radiosity bounce-lighting (from that light)
> to other objects.

I think what I meant was just to use radiosity to provide all the light, i.e.
have emissive blobs (maybe hidden using no_image) rather than light sources.
This isn't an UberPOV-only option, it just works better than in base POV-Ray
because I don't have to worry about radiosity artifacts.

There was an UberPOV-only option - use lots of distance-faded light_sources.
This can also be done in base POV-Ray of course, but UberPOV allows such
light_sources to be ignored over a certain distance away, which turns a dog-slow
render into something feasible.


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