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20 Apr 2024 06:11:18 EDT (-0400)
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From: Kari Kivisalo
Subject: Re: artifacts & save/load radiosity (65KB)
Date: 18 Dec 2001 11:59:56
Message: <3C1F7628.D5E5D9C5@engineer.com>
Looks good. Same feeling as in those architectural Radiance
simulations.


_____________
Kari Kivisalo


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From: Jaime Vives Piqueres
Subject: Re: artifacts & save/load radiosity (65KB)
Date: 18 Dec 2001 12:09:57
Message: <3c1f7865@news.povray.org>
Christoph Hormann wrote:
> 
> I think it looks good, NTL it will be interesting to see it with more
> precise radiosity data.  The reflective textures with normal look somewhat
> strange, maybe try the layered textures blurred reflection method.

  Thanks! And yes, radiosity is default Radiosity_Normal: I must fine tune 
it for the final render (I was only playing with the "radiosity trick of 
the moment":).
 
> decoration look really nice, only the wireless phones, monitors etc. are
> somewhat remarkable. ;-)

  That's what I call "a hard work". :-(

-- 
Jaime Vives Piqueres

La Persistencia de la Ignorancia
http://www.ignorancia.org


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From: Jaime Vives Piqueres
Subject: Re: artifacts & save/load radiosity (65KB)
Date: 18 Dec 2001 12:21:27
Message: <3c1f7b17@news.povray.org>
Kari Kivisalo wrote:

> 
> Looks good. Same feeling as in those architectural Radiance
> simulations.

  Wow! Tha's exactly what I tought when first testing the scene. I think it 
is due to the use of light_sources with extremelly high color values and 
very low fade distances (and fade power 2, of course). The images on the 
galleries at the Radiance server are often lighted this way, I think.

-- 
Jaime Vives Piqueres

La Persistencia de la Ignorancia
http://www.ignorancia.org


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From: Jaime Vives Piqueres
Subject: Re: artifacts & save/load radiosity (65KB)
Date: 18 Dec 2001 12:36:26
Message: <3c1f7e99@news.povray.org>
Christoph Hormann wrote:
> precise radiosity data.  The reflective textures with normal look somewhat
> strange, maybe try the layered textures blurred reflection method.

  I forgot to mention that I'm planning to use focal_blur as replacement 
for aa on the final render. With 32 samples and little aperture it is not 
much more slow than the trick... :)

-- 
Jaime Vives Piqueres

La Persistencia de la Ignorancia
http://www.ignorancia.org


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From: Kevin Ellis
Subject: Re: artifacts & save/load radiosity (65KB)
Date: 18 Dec 2001 13:55:22
Message: <3c1f911a$1@news.povray.org>
Looks great to me.

Kev


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From: Rick [Kitty5]
Subject: Re: artifacts & save/load radiosity (65KB)
Date: 18 Dec 2001 17:41:38
Message: <3c1fc622$1@news.povray.org>
rad lighting really seems to solve the headache of indoor lighting - think i
will have to give it a try on an office building scene i gave up on a couple
of years back


--

Rick

Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
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From: Mark Wagner
Subject: Re: artifacts & save/load radiosity (64KB)
Date: 19 Dec 2001 03:58:02
Message: <3c20569a$1@news.povray.org>
Arthur Flint wrote in message ...
>
>Lets see: quick_color would have to get enabled at the same quality
>settings as radiosity or radiosity needs to be enabled at +q5.
>
>personally, I think a command line/ ini file setting to enable quick_color
>would be better.


I wrote a patch to do that once: I added command-line switches to turn each
of the quality options on or off individually, rather than having to use the
+qn switches.  It might have made it into SkyPOV, or it might not.  I don't
remember.

--
Mark


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From: fabien
Subject: Re: artifacts & save/load radiosity (64KB)
Date: 19 Dec 2001 07:29:08
Message: <3c208814$1@news.povray.org>


> Lets see: quick_color would have to get enabled at the same quality
> settings as radiosity or radiosity needs to be enabled at +q5.

That's simple : you add a quick_color statement to your
object (or to your texture), and that's the color that will be used
for radiosity samples, if radiance is enabled.

If Q is under 6, it uses quick_color for everything.

Fabien.


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