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From: Jörg 'Yadgar' Bleimann
Subject: Radiosity problem
Date: 18 Feb 2005 17:38:56
Message: <42166e80@news.povray.org>
High!

After several months, I revisited a project put to hibernation for a 
while... an indoor scene using radiosity (but with a strongly 
illuminated landscape outside). I tried the "Radiosity_IndoorLQ" setting 
form rad_def.inc, but modified it in some ways:

      pretrace_start 0.08              // unchanged
      pretrace_end   0.01             // unchanged
      count 800                            // this was 80
      nearest_count 5                   // unchanged
      error_bound 0.08                // this was 0.7
      recursion_limit 2                  // unchanged
      low_error_factor 0.5           // this was 0.8
      gray_threshold 0.9               // this was 0
      minimum_reuse 0.015          // unchanged
      brightness 1.75                    // this was 1
      adc_bailout 0.01/2    }         // unchanged

The result attached here is somewhat dissatisfying when in comes to the 
brightness range of the inner walls: while the portions opposed to the 
windows are too bright (no direct sunlight, the sun is overhead, at <0, 
2000000, 0>), the ceiling and the walls to the left and right edge are 
way too dark! Is there a way to fine-tune the contrast range within the 
areas lit by radiosity?

See you in Khyberspace!

Yadgar

Now playing: The Lake (Mike Oldfield)


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From: Renderdog
Subject: Re: Radiosity problem
Date: 18 Feb 2005 18:25:01
Message: <web.4216792ca984a05ce6a17f880@news.povray.org>
I'm not sure this is what you want, but raising the
recursion limit will even things out.

-Mark (also like Mike Oldfield)


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From: Zeger Knaepen
Subject: Re: Radiosity problem
Date: 18 Feb 2005 18:31:00
Message: <42167ab4@news.povray.org>
> -Mark (also like Mike Oldfield)

who doesn't :)


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From: Renderdog
Subject: Re: Radiosity problem
Date: 18 Feb 2005 19:15:01
Message: <web.4216846aa984a05ce6a17f880@news.povray.org>
"Zeger Knaepen"  wrote:
> who doesn't :)

Have you listened to any more than just the Tubular
Bells series? Also, I recommend a good stereo system.
Smoking pot would probably help as well.

Yadgar,
If you raise recursion you'll probably want to
lower brightness to compensate, but I'm going
on memory here...


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From: Eli
Subject: Re: Radiosity problem
Date: 18 Feb 2005 19:29:28
Message: <42168868$1@news.povray.org>
smoking pot will solve all problems


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From: Zeger Knaepen
Subject: Re: Radiosity problem
Date: 18 Feb 2005 19:36:02
Message: <421689f2$1@news.povray.org>
"Renderdog" <slo### [at] hiwaaynet> wrote in message
news:web.4216846aa984a05ce6a17f880@news.povray.org...
> "Zeger Knaepen"  wrote:
> > who doesn't :)
>
> Have you listened to any more than just the Tubular
> Bells series? Also, I recommend a good stereo system.

I have listened to almost everything he did including the rare stuff like Freggy
Went A-Courting and the extended versions of Moonlight Shadow, To France, Shadow
On The Wall and so on :)

cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x)               // ZK http://www.povplace.be.tf


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From: Christoph Hormann
Subject: Re: Radiosity problem
Date: 19 Feb 2005 02:20:02
Message: <cv6p4m$2m5$1@chho.imagico.de>

> High!
> 
> After several months, I revisited a project put to hibernation for a 
> while... an indoor scene using radiosity (but with a strongly 
> illuminated landscape outside). I tried the "Radiosity_IndoorLQ" settin
g 
> form rad_def.inc, but modified it in some ways:

The result seems reasonable for the scene setup but this setup is not 
realistic.  The outside environment is too dark compared to the interior 

  (so you need to look at the finishes) and the ground is too bright 
compared to the sky (it even seems like there is ambient finish on the 
ground).

No matter if there is sunlight outside or not it would be realistic for 
the windows to be completely overexposed if the corners of the room are 
not completely black.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Radiosity problem
Date: 19 Feb 2005 04:02:53
Message: <421700bd@news.povray.org>
High! ;-)

Eli wrote:

>smoking pot will solve all problems 
>  
>
Yes, I admit that I in fact look like a prototypical 70s hippie (if 
there wasn`t that overweight problem...) - but that doesn't necessarily 
mean that I solve my rendering problems by using hemp products...

See you in Khyberspace!

Yadgar

Now playing: Legacy (Synergy) - what about that?


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Radiosity problem
Date: 19 Feb 2005 04:08:32
Message: <42170210@news.povray.org>
Christoph Hormann wrote:

> The result seems reasonable for the scene setup but this setup is not 
> realistic.  The outside environment is too dark compared to the 
> interior  (so you need to look at the finishes) and the ground is too 
> bright compared to the sky (it even seems like there is ambient finish 
> on the ground).

There is no ambient light at all, I set it to zero in the 
global_settings. The sky is just a sky_sphere, so finish settings 
wouldn't apply at all!

> No matter if there is sunlight outside or not it would be realistic 
> for the windows to be completely overexposed if the corners of the 
> room are not completely black.

Yes, that would be realistic for a camera - but the human eye adapts 
differently to such light levels!

See you in Khyberspace!

Yadgar

Now playing: Mercy & Truth (Blonker)


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From: Christoph Hormann
Subject: Re: Radiosity problem
Date: 19 Feb 2005 05:25:02
Message: <cv745r$ef1$1@chho.imagico.de>

> 
> Yes, that would be realistic for a camera - but the human eye adapts 
> differently to such light levels!

I am neither talking about a photographic camera nor the human eye here 
- i am talking about light intensities.  Radiosity calculates (and can 
only calculate) the distribution of radiation in the scene.  Whether you 

process the image to look like a photograph or like how you think you 
see such a scenery is up to you.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______


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