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Warp <war### [at] tag povray org> wrote:
>
> I used area lights, of course.
>
Hello. And what happened if we don't use any light sources? only radiosity
with more ambient emmiting objects? i think that time of render could be
very long but result could be very realistic....
Thats pity that i have no time to play whith povray no more....:(:(
Woland
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> Hello. And what happened if we don't use any light sources? only radiosity
> with more ambient emmiting objects? i think that time of render could be
> very long but result could be very realistic....
> Thats pity that i have no time to play whith povray no more....:(:(
> Woland
http://povray.org/documentation/view/3.6.1/105/
--
William Tracy
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You know you've been raytracing too long when you can remember back to a
time when you thought raytracing was a guy named Ray sitting at a desk
tracing.
Ken Tyler
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Woland wrote:
> Hello. And what happened if we don't use any light sources? only radiosity
> with more ambient emmiting objects?
Rendering will probably take like 50 hours and still look like
crap. :P
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Am Fri, 04 May 2007 12:55:55 -0400 schrieb Woland:
> Warp <war### [at] tag povray org> wrote:
>
>
>> I used area lights, of course.
>>
>>
> Hello. And what happened if we don't use any light sources? only radiosity
> with more ambient emmiting objects? i think that time of render could be
> very long but result could be very realistic.... Thats pity that i have no
> time to play whith povray no more....:(:( Woland
You'd have to use very (very) high quality blurred reflection to get
highlights back. Photon tracing would be impossible. There are renderers,
where all light sources are objects at the same time, but POV-Ray will
lose a lot of its features if we don't use light_source.
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Lukas Winter nous apporta ses lumieres en ce 04-05-2007 09:11:
>> 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.
It works, but that aray must be somewhat spherical if you want to replace
circular orient.
--
Alain
-------------------------------------------------
A day without sunshine is like, night
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