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Lukas Winter <web### [at] removeit geloescht net> wrote:
> Am Thu, 03 May 2007 00:28:18 +0300 schrieb Warp:
>
> > Lukas Winter wrote:
> >> Did you use pure radiosity lighting or in a combination with area
> >> lights?
> >
> > I used area lights, of course.
> >
> >> How long did it take to render these pictures?
> >
> > Between 30 minutes and 1 hour.
> >
> >> And the most
> >> important question: Which color has that light?
> >
> > White.
>
> Really? It looks a bit yellow.
Two of the three lights are nearer the yellow table and red wall than the
blue; the reflected light is therefore warm; and even the top one, because
of the relative perceived 'brightness' of red compared to blue, appears to
have a warm tint --- but this is all because of the reflected light. The
shadows, you'll notice, don't look particularly cool in comparison;
comparing light to shadow id a good way of getting a more absolute idea of
the color of a light.
-Sam Bleckley
http://www.meetsoup.com
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Lukas Winter nous apporta ses lumieres en ce 03-05-2007 10:15:
> Am Thu, 03 May 2007 00:01:07 -0400 schrieb nemesis:
>
>> Lukas Winter <web### [at] removeit geloescht net> wrote:
>>> This is the first time I see those incredibly soft shadows some
>>> commercial renderers produce... done in POV-Ray.
>> I see you're new to povray. :)
>>
>> Povray has got area light soft shadows for even longer than radiosity...
>
> I have been using POV-Ray for about two years now, although not very
> often. I know there are area lights but they don't have the effect I
> thought of. Perhaps I should have said soft shading. I have the impression
> most POV-Ray images have very "sharp" global illumination, everything
> looks a bit too exact to be believable. Maybe it's the lack
> of a light bleeding filter on the final image. As someone noticed, area
> lights also only have an effect on shadows, not on highlights or diffuse
> reflection.
If your shadows from area_light looks banded or grainy, the cause is a to sparce
aray of components. Try with larger values, then add adaptive N (start with 0
and increase as needed if you get artefacts) to use adaptive sampling that will
greatly accelerate the rendering.
I commonly use aray of 17*17 or 33*33, even 65*65 without to much slowing.
If the area_light is surrounded by several objects, it's effect will vary
accordingly to the relative positions. Use circular orient to emulate a
spherical light.
--
Alain
-------------------------------------------------
It doesn’t matter what you do. It only matters what you say you’ve done and what
you’re going to do.
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scam wrote:
> Paul Fuller <pgf### [at] optusnet com au> wrote:
>> There are definitely some possibilities for giving games a ray-traced
>> like appearance without actually calculating everything dynamically.
>> You are limited though by the combinatoric explosion that happens if you
>> want to support too much with this method.
>
> Thanks for posting the code Paul, I hadn't heard of BlitzMax before but it
> looks like it will be fun to play with. They even offer a trial of the
> software, so I've been able to compile your code myself.
>
> Even with the various limits I think you could still use your approach to
> make a cool little platformer or something. Each level could be a single
> window, and the protagonist could be exploring a dark world with an area
> light source (like a lantern or a burning torch). With some focal blur,
> area lights and radiosity I think you could create a really cool, unique
> visual style.
>
>
>
That is a great idea. Just mention me in the credits when you make it
big :)
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Warp <war### [at] tag povray org> wrote:
> Lukas Winter wrote:
> > Did you use pure radiosity lighting or in a combination with area
> > lights?
>
> I used area lights, of course.
>
> > How long did it take to render these pictures?
>
> Between 30 minutes and 1 hour.
>
> > And the most
> > important question: Which color has that light?
>
> White.
Those are some great soft shadows. Please post your area light sttings.
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Lukas Winter wrote:
> This is the first time I see those incredibly soft shadows some commercial
> renderers produce
Perhaps you mean that the image has soft *shading* (which is a bit
different from *shadows*), uncommon in average povray images?
The soft shading is purely produced by the color bleeding produced
by the global illumination.
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fls13 wrote:
> Those are some great soft shadows. Please post your area light sttings.
They are just regular, quite dense (20x20) circular orient jitter
adaptive 2 lights.
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Nice image,
I'm very interested in soft shadows and radiosity parameters.
Can you post the source code of the scene?
Thanks,
Joel.
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Am Fri, 04 May 2007 03:53:15 +0300 schrieb Warp:
> Lukas Winter wrote:
>> This is the first time I see those incredibly soft shadows some
>> commercial renderers produce
>
> Perhaps you mean that the image has soft *shading* (which is a bit
> different from *shadows*), uncommon in average povray images?
>
> The soft shading is purely produced by the color bleeding produced
> by the global illumination.
You're right, that is exactly what I meant. Seems I have some difficulties
expressing myself in english ;)
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> If your shadows from area_light looks banded or grainy, the cause is a to
> sparce aray of components. Try with larger values, then add adaptive N
> (start with 0 and increase as needed if you get artefacts) to use adaptive
> sampling that will greatly accelerate the rendering.
> I commonly use aray of 17*17 or 33*33, even 65*65 without to much slowing.
> If the area_light is surrounded by several objects, it's effect will vary
> accordingly to the relative positions. Use circular orient to emulate a
> spherical light.
I wasn't saying anything about banded area light shadows.
Unfortunately, increasing the resolution of the grid won't change how
POV-Ray calculates highlights. Some people have tried using a grid of area
lights instead.
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Warp <war### [at] tag povray org> wrote:
> fls13 wrote:
> > Those are some great soft shadows. Please post your area light sttings.
>
> They are just regular, quite dense (20x20) circular orient jitter
> adaptive 2 lights.
Appreciate the info. :O)
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