POV-Ray : Newsgroups : povray.binaries.images : Radiosity test #2 70 kbu Server Time
3 May 2024 08:48:27 EDT (-0400)
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From: Christoph Hormann
Subject: Re: Radiosity test #2 70 kbu
Date: 9 Aug 2000 07:10:47
Message: <39913C51.70B04F47@schunter.etc.tu-bs.de>
Kari Kivisalo wrote:
> 
[...]
> 
> Sun radius 696 000km, distance 150 000 000km.
> 
> 2*696000/150000000=1/108
> 
> K.K.

If you want to be excact, you should also include, that sun-earth distance
varies quite a lot during the year (it's nearer in winter IIRC) :-)

Furthermore, i'm not sure, whether the atmosphere influences things (both sun
and moon seem larger when near the horizon)

Christoph

--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/


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From: Kari Kivisalo
Subject: Re: Oh, come on, you guys...
Date: 9 Aug 2000 11:43:09
Message: <39917C1D.4F454DA3@kivisalo.net>
Gilles Tran wrote:
> For instance, I've been totally
> unable to reproduce the simple (?) effect seen here :
> http://www.3dluvr.com/marcosss/sky6s.jpg

Bigger picture.
http://www.3dluvr.com/marcosss/sky6.jpg

I tried but there seems to a problem that
may require patching the source. Full details
later if I succeed.

K.K.


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Attachments:
Download 'discs_1.jpg' (31 KB)

Preview of image 'discs_1.jpg'
discs_1.jpg


 

From: Mike
Subject: Re: Oh, come on, you guys...
Date: 9 Aug 2000 15:27:51
Message: <3991B0AB.ACDC6F8B@aol.com>
I tried recreating the general look of this scene, but I can't get
radiosity to work like that.  The main problem is getting the shadow
bright enough without washing out everything else.  Perhaps a cheat to
increase the brightness of radiosity when testing a shadow ray  could
overcome this...

Source is going to text.scene-files.


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Attachments:
Download 'radiocity.jpg' (18 KB)

Preview of image 'radiocity.jpg'
radiocity.jpg


 

From: Xplo Eristotle
Subject: Re: Oh, come on, you guys...
Date: 9 Aug 2000 16:01:03
Message: <3991B8FF.FEE04E07@unforgettable.com>
Gilles Tran wrote:
> 
> With the current Megapov implementation of radiosity, it's
> become very easy to use. Now the effect obtained in these tests, while
> highly satisfying, are far from the "real" thing. There's a LOT of room for
> improvement. Of course, it's still hard to tell if the shortcomings of the
> pics come from the scene code (a quick hack, with mostly standard settings)
> or from the radiosity algorithm   itself. For instance, I've been totally
> unable to reproduce the simple (?) effect seen here :
> http://www.3dluvr.com/marcosss/sky6s.jpg

I'm not sure that pic is very accurate, actually. It LOOKS good.. but
you'll note that the brownish light that "bleeds" from the cylinders
onto the discs actually appears to darken, not lighten them. I might be
missing something here but that doesn't seem right to me.

If you look at the gradient along the top edge, it seems to me that the
light source is fairly close to the scene, and fairly low. Dunno if
that's any help.

-Xplo


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From: David Heys
Subject: Re: Oh, come on, you guys...
Date: 9 Aug 2000 16:24:54
Message: <3991be16@news.povray.org>
Mike <Ama### [at] aolcom> wrote in message news:3991B0AB.ACDC6F8B@aol.com...
> I tried recreating the general look of this scene, but I can't get
> radiosity to work like that.  The main problem is getting the shadow
> bright enough without washing out everything else.  Perhaps a cheat to
> increase the brightness of radiosity when testing a shadow ray  could
> overcome this...

At least you're looks better than mine. I've given up for now. Got
frustrated...

David


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Attachments:
Download 'rad_test_Aug.jpg' (18 KB)

Preview of image 'rad_test_Aug.jpg'
rad_test_Aug.jpg


 

From: Steve
Subject: Re: Oh, come on, you guys...
Date: 9 Aug 2000 16:50:24
Message: <slrn8p351t.tkg.steve@zero-pps.localdomain>
Can't really tell with this one so much, maybe because there's so few
objects in there, and I think that jpeg's playing havock with the top
of the box.  

-- 
Cheers
Steve              email mailto:ste### [at] zeroppsuklinuxnet

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.zeropps.uklinux.net/

or  http://start.at/zero-pps

  6:24pm  up 25 days, 16:50,  2 users,  load average: 2.22, 1.94, 1.52


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From: ryan constantine
Subject: Re: Oh, come on, you guys...
Date: 9 Aug 2000 16:54:43
Message: <3991C4F2.4A5FCDB8@yahoo.com>
actually, great images aside, the best thing about gilles, is his
willingness to share.  there are other great povers that seem to be more
reluctant to give out their "secrets", while the rest of us regular
povers will usually bend over backwards to share a technique or a
texture or an object.  so thanks gilles.

Gilles Tran wrote:
> 
> Xplo Eristotle wrote:
> 
> > If you people don't stop kissing Gilles' ass, he's gonna get a rash.
> 
> It really hurts now. Hard to code standing up ;-)
> 
> > But this is NOT an awesome pic, nor does it look even
> > remotely photographic. It's just a radiosity test with a bunch of simple
> > primitives scattered around. I'll grant that it's interesting, but most
> > of us could probably have made it ourselves.
> 
> My point exactly. With the current Megapov implementation of radiosity, it's
> become very easy to use. Now the effect obtained in these tests, while
> highly satisfying, are far from the "real" thing. There's a LOT of room for
> improvement. Of course, it's still hard to tell if the shortcomings of the
> pics come from the scene code (a quick hack, with mostly standard settings)
> or from the radiosity algorithm   itself. For instance, I've been totally
> unable to reproduce the simple (?) effect seen here :
> http://www.3dluvr.com/marcosss/sky6s.jpg
> 
> G.


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From: ryan constantine
Subject: Re: Oh, come on, you guys...
Date: 9 Aug 2000 17:00:25
Message: <3991C648.A922AD86@yahoo.com>
the one at 3dluvr seems to have a small normal over all the objects. 
also it looks like there is a blue sky sphere (your's may too already). 
what color do you think the original objects are?  white?  how about the
light source?  it looks like the direct light is yellow on the
cylinders.  or maybe yellow due to interaction with the color of the
cylinders?  and how about the edges of the disks.  they seem to be
rounded or soft or something.  i don't see hard edges.  hope these
observations help you guys out.  good luck.

Kari Kivisalo wrote:
> 
> Gilles Tran wrote:
> > For instance, I've been totally
> > unable to reproduce the simple (?) effect seen here :
> > http://www.3dluvr.com/marcosss/sky6s.jpg
> 
> Bigger picture.
> http://www.3dluvr.com/marcosss/sky6.jpg
> 
> I tried but there seems to a problem that
> may require patching the source. Full details
> later if I succeed.
> 
> K.K.
> 
>   ------------------------------------------------------------------------
>  [Image]


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From: Gilles Tran
Subject: Re: Oh, come on, you guys...
Date: 9 Aug 2000 17:21:48
Message: <3991CA84.4B73D249@inapg.inra.fr>
Kari Kivisalo wrote:

> I tried but there seems to a problem that
> may require patching the source. Full details
> later if I succeed.

That's already much better that anything I've obtained so far...

G.


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From: David Fontaine
Subject: Re: Oh, come on, you guys...
Date: 9 Aug 2000 23:23:07
Message: <39921E1D.C4F249B1@faricy.net>
ryan constantine wrote:

> actually, great images aside, the best thing about gilles, is his
> willingness to share.  there are other great povers that seem to be more
> reluctant to give out their "secrets", while the rest of us regular
> povers will usually bend over backwards to share a technique or a
> texture or an object.  so thanks gilles.

Then there are those of us with massive unorganized source files requiring several
includes (like me!). Sometimes it is simply to massive of a project to organize
source. I post small scenes if people ask for them, but my LEGOs...

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


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