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From: Jaime Vives Piqueres
Subject: Re: artifacts & save/load radiosity (65KB)
Date: 18 Dec 2001 10:07:50
Message: <3c1f5bbf@news.povray.org>
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Jaime Vives Piqueres wrote:
> I will trace the real scene with more resolution this night (with the
> saved radiosity data), to see if it really lacks precision.
That's a test render of the real scene, with the reflective textures and
glass. It uses the radiosity saved on the first render posted (that with
the artifacts). I think the artifacts disapear by using pretrace start and
end set to 1.
About the scene itself, I've still to work a lot more...
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
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Attachments:
Download 'office.jpg' (65 KB)
Preview of image 'office.jpg'
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From: Christoph Hormann
Subject: Re: artifacts & save/load radiosity (65KB)
Date: 18 Dec 2001 11:51:24
Message: <3C1F740B.D22AEE80@gmx.de>
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Jaime Vives Piqueres wrote:
>
> Jaime Vives Piqueres wrote:
>
> > I will trace the real scene with more resolution this night (with the
> > saved radiosity data), to see if it really lacks precision.
>
> That's a test render of the real scene, with the reflective textures and
> glass. It uses the radiosity saved on the first render posted (that with
> the artifacts). I think the artifacts disapear by using pretrace start and
> end set to 1.
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.
>
> About the scene itself, I've still to work a lot more...
>
I think there is already quite a lot of detail, the plants and other
decoration look really nice, only the wireless phones, monitors etc. are
somewhat remarkable. ;-)
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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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>
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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>
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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>
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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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Looks great to me.
Kev
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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
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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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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> 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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