POV-Ray : Newsgroups : povray.binaries.images : Radiosity test (60kbu) Server Time
19 Apr 2024 05:15:47 EDT (-0400)
  Radiosity test (60kbu) (Message 1 to 10 of 10)  
From: Gilles Tran
Subject: Radiosity test (60kbu)
Date: 6 Aug 2000 14:24:21
Message: <398DAC6E.810C4E7@inapg.inra.fr>
Like a lot of people, I've been quite impressed by the radiosity
pictures by Marcos Fajardo (the software he used is now called
"Arnold").
http://www.3dluvr.com/marcosss/
http://www.3dluvr.com/marcosss/morearni/
So the question is, is it possible to approach this quality with Megapov
? Kari Kivisalo showed us some interesting findings (and tips) . Here is
an experiment below. The idea was to obtain a "realistic" feel without
cheating too much (like putting lights or light-emitting objects outside
the scene frame). The result is promising. It's not quite there (still
screaming 3D) but close. I apparently solved one nagging problem in POV
radiosity pictures, i.e. some lack of contrast, but giving the texture a
negative ambient value (it's possible and it works !). Using metallic
and brilliance in the texture helped too.
The "glow" seems an artefact of the technique. There's only one light
and a sky_sphere. Pipes are standard output from the madpipe macro.
The image took 1h20mn to render on a PIII 733 (aa 0.3).
The scene code is in binaries.scene-files for those who want to play
with it.

G.


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Preview of image 'testrad.jpg'
testrad.jpg


 

From: Thomas Lake
Subject: Re: Radiosity test (60kbu)
Date: 6 Aug 2000 15:05:09
Message: <398DB7D5.3B439ECD@home.com>
wow I really like this image! However I think that despite the radiocity it is
still a little dark.

Gilles Tran wrote:

> Like a lot of people, I've been quite impressed by the radiosity
> pictures by Marcos Fajardo (the software he used is now called
> "Arnold").
> http://www.3dluvr.com/marcosss/
> http://www.3dluvr.com/marcosss/morearni/
> So the question is, is it possible to approach this quality with Megapov
> ? Kari Kivisalo showed us some interesting findings (and tips) . Here is
> an experiment below. The idea was to obtain a "realistic" feel without
> cheating too much (like putting lights or light-emitting objects outside
> the scene frame). The result is promising. It's not quite there (still
> screaming 3D) but close. I apparently solved one nagging problem in POV
> radiosity pictures, i.e. some lack of contrast, but giving the texture a
> negative ambient value (it's possible and it works !). Using metallic
> and brilliance in the texture helped too.
> The "glow" seems an artefact of the technique. There's only one light
> and a sky_sphere. Pipes are standard output from the madpipe macro.
> The image took 1h20mn to render on a PIII 733 (aa 0.3).
> The scene code is in binaries.scene-files for those who want to play
> with it.
>
> G.
>
>   ------------------------------------------------------------------------
>  [Image]

--
Come visit my web site:-) : http://www.geocities.com/~thomaslake/


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From: Arthur Flint
Subject: Re: Radiosity test (60kbu)
Date: 6 Aug 2000 15:42:11
Message: <398DBF2D.8A4902C7@gci.net>
some are never satisfied.


Thomas Lake wrote:
> 
> wow I really like this image! However I think that despite the radiocity it is
> still a little dark.
> 
> Gilles Tran wrote:
> 
> > Like a lot of people, I've been quite impressed by the radiosity
> > pictures by Marcos Fajardo (the software he used is now called
> > "Arnold").
> > http://www.3dluvr.com/marcosss/
> > http://www.3dluvr.com/marcosss/morearni/
> > So the question is, is it possible to approach this quality with Megapov
> > ? Kari Kivisalo showed us some interesting findings (and tips) . Here is
> > an experiment below. The idea was to obtain a "realistic" feel without
> > cheating too much (like putting lights or light-emitting objects outside
> > the scene frame). The result is promising. It's not quite there (still
> > screaming 3D) but close. I apparently solved one nagging problem in POV
> > radiosity pictures, i.e. some lack of contrast, but giving the texture a
> > negative ambient value (it's possible and it works !). Using metallic
> > and brilliance in the texture helped too.
> > The "glow" seems an artefact of the technique. There's only one light
> > and a sky_sphere. Pipes are standard output from the madpipe macro.
> > The image took 1h20mn to render on a PIII 733 (aa 0.3).
> > The scene code is in binaries.scene-files for those who want to play
> > with it.
> >
> > G.
> >
> >   ------------------------------------------------------------------------
> >  [Image]
> 
> --
> Come visit my web site:-) : http://www.geocities.com/~thomaslake/


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From: Rick [Kitty5]
Subject: Re: Radiosity test (60kbu)
Date: 6 Aug 2000 16:14:42
Message: <398dc732@news.povray.org>
> Like a lot of people, I've been quite impressed by the radiosity
> pictures by Marcos Fajardo (the software he used is now called
> "Arnold").

i loved them, almost real the first time you watch em...

i have also been playing with rad lighting of late (used on previous dragon
head post & anim), and while i have had some promising results, had come
across problems concering lack of contrast (which you have kindly given me
something new to play with :), and with light direction while still trying
to maitian the 'global illumination look....

cheers for the source giles :)

Rick


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From: David Fontaine
Subject: Re: Radiosity test (60kbu)
Date: 6 Aug 2000 17:37:06
Message: <398DD88D.11B099CE@faricy.net>
Test? I would call it "final release"...
You're just trying to rub it in that you're so good, aren't you? >;)

--
David Fontaine     <dav### [at] faricynet>     ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/


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From: Lewis
Subject: Re: Radiosity test (60kbu)
Date: 6 Aug 2000 18:07:10
Message: <398DEE94.DC18AE98@netvision.net.il>
Cool. I never got anywhere close as that. I'd like to see the source of
that, please (espcially the textures, lighting, and radiosity settings)

Gilles Tran wrote:
> 
> Like a lot of people, I've been quite impressed by the radiosity
> pictures by Marcos Fajardo (the software he used is now called
> "Arnold").
> http://www.3dluvr.com/marcosss/
> http://www.3dluvr.com/marcosss/morearni/
> So the question is, is it possible to approach this quality with Megapov
> ? Kari Kivisalo showed us some interesting findings (and tips) . Here is
> an experiment below. The idea was to obtain a "realistic" feel without
> cheating too much (like putting lights or light-emitting objects outside
> the scene frame). The result is promising. It's not quite there (still
> screaming 3D) but close. I apparently solved one nagging problem in POV
> radiosity pictures, i.e. some lack of contrast, but giving the texture a
> negative ambient value (it's possible and it works !). Using metallic
> and brilliance in the texture helped too.
> The "glow" seems an artefact of the technique. There's only one light
> and a sky_sphere. Pipes are standard output from the madpipe macro.
> The image took 1h20mn to render on a PIII 733 (aa 0.3).
> The scene code is in binaries.scene-files for those who want to play
> with it.
> 
> G.
> 
>   ------------------------------------------------------------------------
>  [Image]


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From: Zeger Knaepen
Subject: Re: Radiosity test (60kbu)
Date: 6 Aug 2000 18:08:27
Message: <398de1db@news.povray.org>
This looks really good!
But... (Always a 'but')
Is the radiosity interacting with the normals?
The pipe in the front doesn't seem to have any normal in the radiosity-lit
(?) parts...?

ZK
http://www.povplace.be.tf


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From: Alan Kong
Subject: Re: Radiosity test (60kbu)
Date: 6 Aug 2000 22:16:20
Message: <4r6sosshf3bn5u35b2ukuvfgca0h60ljp1@4ax.com>
On Mon, 07 Aug 2000 01:02:44 +0200 Lewis <nle### [at] netvisionnetil>
wrote:

>Cool. I never got anywhere close as that. I'd like to see the source of
>that, please (espcially the textures, lighting, and radiosity settings)

Gilles' original post:

On Sun, 06 Aug 2000 20:20:30 +0200 Gilles Tran <tra### [at] inapginrafr>
wrote:

>The scene code is in binaries.scene-files for those who want to play
>with it.

-- 
Alan - ako### [at] povrayorg - a k o n g <at> p o v r a y <dot> o r g
http://www.povray.org - Home of the Persistence of Vision Ray Tracer


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From: Fabien Mosen
Subject: Re: Radiosity test (60kbu)
Date: 7 Aug 2000 06:05:33
Message: <398E8893.12A6F834@skynet.be>
Zeger Knaepen wrote:
> 
> This looks really good!
> But... (Always a 'but')
> Is the radiosity interacting with the normals?
> The pipe in the front doesn't seem to have any normal in the radiosity-lit
> (?) parts...?

No, radiosity transmits light intensity, but ignores
light direction.

Fabien.


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From: Jerome M  Berger
Subject: Re: Radiosity test (60kbu)
Date: 7 Aug 2000 07:24:03
Message: <398E9C53.6B154978@iname.com>
Fabien Mosen wrote:
> 
> No, radiosity transmits light intensity, but ignores
> light direction.
> 
	Since he used MegaPov 0.5, it could interact with the
normals (if he added 'normals on' or something like that in
the radiosity block)...

		Jerome
-- 

* Doctor Jekyll had something * mailto:ber### [at] inamecom
* to Hyde...                  * http://www.enst.fr/~jberger
*******************************


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