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kas### [at] gmx de news:416b8296@news.povray.org
> recursion_limit 2 brightness 3.0}
Uhm, I'm afraid ushc settings are totaly psychical incorrect - surfaces
diffuse up to x3 times more light then their get.
If You would set higher quality (i.e. recursion_limit 5) probably entire
scene will be totaly white / overlighted, since walls will recive about
3*3*3*3*3 * 1 RGB light
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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Rafal 'Raf256' Maj wrote:
>>recursion_limit 2 brightness 3.0}
>
>
> Uhm, I'm afraid ushc settings are totaly psychical incorrect - surfaces
> diffuse up to x3 times more light then their get.
Remember that Pov-RAY tries not to simulate reality but to produce
(photo)realistic images. There are many limitations that might cause one
to use higher brightness than 1. For example, sometimes it is not
feasible to set the lightsource ambient value more than 1 as it might
get clipped. Then the only way to get enough illumination is to increase
brightness value. Megapov's exposure setting might help with this -
haven't tried it though.
This is all about getting the desired result, not about actual values
being used. You are seriously limiting yourself by allways using just
brightness 1 (and fade_power 2 etc.).
> If You would set higher quality (i.e. recursion_limit 5) probably entire
> scene will be totaly white / overlighted, since walls will recive about
> 3*3*3*3*3 * 1 RGB light
It all depends. Usually increasing the recursion limit beyond a certain
value doesn't affect the result almost at all. When diffuse
inter-reflections are calculated, the intensity gets smaller and smaller
at every iteration (depending on the surface color, diffuse, ambient
etc. values) and finally has no influence on total radiosity value. I
think there aren't many "normal" scenes that look practically any
different with recursion_limit 10 or 20.
Severi
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"Rafal 'Raf256' Maj" <spa### [at] raf256 com> wrote:
> kas### [at] gmx de news:416b8296@news.povray.org
>
> > recursion_limit 2 brightness 3.0}
>
> Uhm, I'm afraid ushc settings are totaly psychical incorrect - surfaces
> diffuse up to x3 times more light then their get.
Even as ray tracing is a pretty snappy algorithm and POV-Ray does it very
well indeed, it seems to me (from my own experience and the works of
others) that the best results often are obtained with a little bit of
'un-physical' modelling. There are so many approximations that have do be
done that this is not really surprising either. For example, see this post
for a convincing example:
http://news.povray.org/415b0865%40news.povray.org
In my rad room I stil have recursion_limit > 5 (I plan to decrease though)
with brightness in the 2+ range. Unphysical? Could be, but I get the
pictures I want.
--
jussi.kantola
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>> recursion_limit 2 brightness 3.0}
>
> Uhm, I'm afraid ushc settings are totaly psychical incorrect - surfaces
> diffuse up to x3 times more light then their get.
>
> If You would set higher quality (i.e. recursion_limit 5) probably entire
> scene will be totaly white / overlighted, since walls will recive about
> 3*3*3*3*3 * 1 RGB light
If I want my 4 spotlights to light the entire room, without overexposing the
places they point at, I have no choice but to reduce light intensity and to
increase radiosity brighness. Or have I? I do not plan to use higher
recursion_limits, it will slow down the whole thing to much. For the final
renders I'll choose :
radiosity { Rad_Settings(Radiosity_Final, off, off) recursion_limit 2 brightness 3.0}
The lighting is how I want it to be, and Radiosity_Final will make sure that no
artifacts are left...
Manuel
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kas### [at] gmx de news:416bd648@news.povray.org
> t 2 brightness 3.0}
>>
>> Uhm, I'm afraid ushc settings are totaly psychical incorrect -
>> surfaces diffuse up to x3 times more light then their get.
>>
>> If You would set higher quality (i.e. recursion_limit 5) probably
>> entire scene will be totaly white / overlighted, since walls will
>> recive about 3*3*3*3*3 * 1 RGB light
>
> If I want my 4 spotlights to light the entire room, without
> overexposing the places they point at, I have no choice but to reduce
> light intensity and to increase radiosity brighness. Or have I?
I think that increasng light intensity _and_ using
light_exposure should give good efect, it is what it's designed for AFAIK
;)
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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OMG, please stop posting photographs!
But seriously, this is darn cool! The only thing I don't like is that
pure white interior of the lamp facing the camera. Either put a light
bulb in there, or something else, lens-flares (don't think it would look
good) or scattering media in the whole room, so that it's not simply a
white lamp-interior, but a beam of light.
Florian
--
camera{look_at-y*10location<8,-3,-8>*10}#local a=0;#while(a<999)sphere{
#local _=.01*a-4.99;#local p=a*.01-5;#local c=.01*a-4.995;<sin(p*pi)*5p
*10pow(p,5)*.01>sin(c*c*c*.1)+1pigment{rgb 3}}#local a=a+1;#end
/******** http://www.torfbold.com ******** http://www.imp.org ********/
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> But seriously, this is darn cool! The only thing I don't like is that
> pure white interior of the lamp facing the camera. Either put a light
> bulb in there, or something else, lens-flares (don't think it would look
> good) or scattering media in the whole room, so that it's not simply a
> white lamp-interior, but a beam of light.
The light bulb might actually be there but you can't see it as everything is
totally white. Megapov's exposure feature might help to get it visible.
Severi
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> OMG, please stop posting photographs!
Thank you!
> But seriously, this is darn cool! The only thing I don't like is that pure white
interior of the lamp facing the camera. Either
> put a light bulb in there, or something else, lens-flares (don't think it would look
good) or scattering media in the whole room,
> so that it's not simply a white lamp-interior, but a beam of light.
Yes, I know what you mean. However, the lamp wasn't meant to be
the scene, it was meant to be part of a much bigger scene. If it were
just for the lamp, I'd agree with you. To see a very WIP of my scene,
look at:
http://home.arcor.de/mad_onion/002%20rund%20-%20lighting.jpg
It's an ultra-wide-angle camera in order to make all the walls visible.
Manuel
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>> If I want my 4 spotlights to light the entire room, without
>> overexposing the places they point at, I have no choice but to reduce
>> light intensity and to increase radiosity brighness. Or have I?
>
> I think that increasng light intensity _and_ using
> light_exposure should give good efect, it is what it's designed for AFAIK
OK, maybe you're right. But as long as I can achieve what I want in pure POV3.6.1 I'll
stick to that.
Manuel
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Another lamp, from
http://www.rubygarden.org/ruby?FractalLifeEngine/LampTutorial
In retrospect, I think I picked the deep red to fit that site's "Ruby"
theme.
--
Phlip
http://industrialxp.org/community/bin/view/Main/TestFirstUserInterfaces
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