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It seems to be more or less possible.
Why is there an upper-limit of 1600 for radiosity-samples?
cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"Luckyly they included a button, right here, that'll blow the entire thing
up!"
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Attachments:
Download 'photonsradiosity.jpg' (5 KB)
Preview of image 'photonsradiosity.jpg'
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reproduction of the image using photons...
cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"Wisdom must be gathered, it cannot be given."
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Attachments:
Download 'photonsradiosity2.jpg' (5 KB)
Preview of image 'photonsradiosity2.jpg'
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It seems very, very, dark.
*** http://www.highpoly3d.com ***
*** Tutorials/Textures/Forums ***
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"Zeger Knaepen" <zeg### [at] studentkuleuvenacbe> wrote in
news:3e0e7240$1@news.povray.org
Many small black dots on top and base of this cylinder is an error, move
Your's glass i.e.:
translate -y*0.00001
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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Zeger Knaepen wrote:
>
> It seems to be more or less possible.
> Why is there an upper-limit of 1600 for radiosity-samples?
Because it uses a fixed table for the sample directions. If you know a
way for generating an arbitrary number of sample directions on the fly
with random yet uniform distribution (and cos theta density distribution)
you are welcome to share it... ;-)
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 07 Dec. 2002 _____./\/^>_*_<^\/\.______
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Christoph Hormann <chr### [at] gmxde> wrote in
news:3E0EEC6A.7B42D7F9@gmx.de
>> Why is there an upper-limit of 1600 for radiosity-samples?
> Because it uses a fixed table for the sample directions.
Algorithm that was used to generate 1600 elements fixed array - can it be
used to generate i.e. 20,000 fixed elements array ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
Post a reply to this message
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> Many small black dots on top and base of this cylinder is an error, move
> Your's glass i.e.:
> translate -y*0.00001
I know :-)
cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"It's our lot in life. It's not a lot, but it's our life."
Post a reply to this message
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"Christoph Hormann" <chr### [at] gmxde> schreef in bericht
news:3E0EEC6A.7B42D7F9@gmx.de...
> Zeger Knaepen wrote:
> > It seems to be more or less possible.
> > Why is there an upper-limit of 1600 for radiosity-samples?
>
> Because it uses a fixed table for the sample directions. If you know a
> way for generating an arbitrary number of sample directions on the fly
> with random yet uniform distribution (and cos theta density distribution)
> you are welcome to share it... ;-)
Why is a fixed table necessary?
cu!
--
ZK AKA SaD
http://www.povplace.be.tf
"I won't bite... hard."
Post a reply to this message
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Zeger Knaepen wrote:
>
> > Because it uses a fixed table for the sample directions. If you know a
> > way for generating an arbitrary number of sample directions on the fly
> > with random yet uniform distribution (and cos theta density distribution)
> > you are welcome to share it... ;-)
>
> Why is a fixed table necessary?
Have you read what i wrote?
I don't know a method to generate such a distribution in high quality that
would be fast enough to be run before every render - if you do feel free
to implement it.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 07 Dec. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
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Christoph Hormann wrote:
> Because it uses a fixed table for the sample directions. If you know a
> way for generating an arbitrary number of sample directions on the fly
> with random yet uniform distribution (and cos theta density distribution)
> you are welcome to share it... ;-)
Actually, that's easy, if I understand the question correctly: let (x, y) be
a random point in the unit circle (x^2 + y^2 <= 1), and let z = sqrt(1 -
x^2 - y^2).
Anders
--
light_source{6#local D=#macro B(E)#macro A(D)#declare E=(E-#declare
C=mod(E D);C)/D;C#end#while(E)#if(A(8)=7)#declare D=D+2.8;#else#if(
C>2)}torus{1..2clipped_by{box{-2y}}rotate<1 0C>*90translate<D+1A(2)
*2+1#else}cylinder{0(C-v=1).2translate<D+C*A(2)A(4)#end-2 13>finish
{specular 1}pigment{rgb x}#end#end#end-8;1B(445000298)B(519053970)B
(483402386)B(1445571258)B(77778740)B(541684549)B(42677491)B(70)}
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