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High!
Reactor schrieb:
> I can see some artifacts that may be from your radiosity settings. Can you post
> your code? If not, I recommend lowering your error bound to about 1/3 to 1/4 of
> what it is. Since a lot of the light is to be reflected from the bright, fully
> lit corner, changing the error bound may increase the brightness in this case.
> There are some other settings changes that I think you should consider also.
I increased count to 200 and lowered error_bound to 0.45... but the
result (see attachment) did not improve significantly!
Perhaps it's because the rear walls are not close enough as I did not
yet add the interior walls separating the apartments and rooms...
The code:
// My Place in the World
// A sub-sub-subsection of the PoVEarth project
// E-mail: yaz### [at] gmx de
// RADIOSITY
#declare radio=1;
global_settings
{
#if (!radio)
ambient_light 0.15
#else
ambient_light 0
radiosity
{
brightness 1
adc_bailout 0.01
gray_threshold 0.8
recursion_limit 20
count 200
error_bound 0.45
}
#end
}
// TIME VARIABLES
// PIGMENTS
#declare P_Concrete =
pigment
{
color rgb 0.9
}
// FINISHES
#declare F_Standard =
finish
{
diffuse 1
brilliance 0.15
}
// NORMALS
// TEXTURES
#declare T_Concrete =
texture
{
pigment { P_Concrete }
finish { F_Standard }
}
// LENGTH VARIABLES
#declare FrKarl_SideStreet_Width = 6.09;
#declare FrKarl_SideStreet_Pavement_Width = 1.32;
#declare GWG_FrKarl_Block238to252_Front_Way_Length = 4.09;
#declare GWG_FrKarl_Block238to252_Front_Doorstep_Depth = 0.427;
#declare GWG_FrKarl_Block238to252_Stair_Height = 0.168;
#declare GWG_FrKarl_Block238to252_Floor_Height = 16 *
GWG_FrKarl_Block238to252_Stair_Height;
#declare GWG_FrKarl_Block238to252_Floor_yOffset = 8 *
GWG_FrKarl_Block238to252_Stair_Height;
#declare GWG_FrKarl_Block238to252_Ceiling_Thickness = 0.148;
#declare GWG_FrKarl_Block238to252_Balcony_Spacing=9.19;
// OBJECT DEFINITIONS
#declare GWG_FrKarl_Block238to252_Raw=
box
{
0, <11.08, 9.523, 53.49>
}
#declare GWG_FrKarl_Block238to252_Balcony_Raw=
difference
{
box
{
0, <1.155, 0.948, 3.24>
}
box
{
<0.165, 0.148, 0.155>, <1.65, 0.95, 3.085>
}
}
#declare GWG_FrKarl_Block238to252_Floor_Cutout =
box
{
0, <10.34, 2.54, 52.75>
}
#declare GWG_FrKarl_Block238to252_Balcony_Door_Cutout =
box
{
0, <0.38, 2.14, 1.14>
}
// CAMERA SETTINGS
// using microlocal coordinates
#declare view=5;
#switch(view)
#case (0) // pedestrian view on side street, up building #246
#declare camPos = <-8, 1.7, 10>;
#declare camLook = <1, 7.2, 3>;
#declare camAng = 40;
#break
southward along side street
#declare camPos = <-(FrKarl_SideStreet_Width / 2 +
FrKarl_SideStreet_Pavement_Width +
GWG_FrKarl_Block238to252_Front_Way_Length +
GWG_FrKarl_Block238to252_Front_Doorstep_Depth),
1.7, 70>;
#declare camLook =<-(FrKarl_SideStreet_Width / 2 +
FrKarl_SideStreet_Pavement_Width +
GWG_FrKarl_Block238to252_Front_Way_Length +
GWG_FrKarl_Block238to252_Front_Doorstep_Depth),
1.7, 0>;
#declare camAng = 60;
#break
#case (2) // pedestrian view on side street, up building #244
#declare camPos = <-8, 1.7, 10>;
#declare camLook = <-30, 7.2, 0>;
#declare camAng = 40;
#break
#case (3) // inside 1st floor of building #244, looking east
#declare camPos = <-25.5, 5.9, 2.5>;
#declare camLook =<-16, 4.6, 2.5>;
#declare camAng = 40;
#break
#case (4) // inside 1st floor of building #244, balcony door
threshold close-up
#declare camPos = <-17.9, 5.5, 2.5>;
#declare camLook = <-17.76, 3.5, 2.5>;
#declare camAng = 40;
#break
#case (5) // inside my apartment, looking west
#declare dir = 270;
#declare azi = -10;
#declare camPos = <4.2, 40 * 0.168 + 1.7, 2.5>;
#declare camLook = camPos + < sin(radians(dir))*cos(radians(azi)),
sin(radians(azi)), cos(radians(dir))*cos(radians(azi))>;
#declare camAng = 50;
#break
#end
// ACTUAL SCENE
#declare detail=0;
#if (!detail) // full scene views
// SCALE MODELS
#declare models = array[5] { 0, 0, 0, 1, 0 }
// models[0]: cosmic scale - whole Solar System, heliocentric
// models[1]: global scale - Earth, geocentric, spherical terrain relief
// models[2]: regional scale - 40 x 40 kms area around Cologne,
heightfield
// models[3]: local scale - 500 x 500 metres around my apartment, plane
// models[4]: microlocal - my apartment only, outside world only as
HDRI bitmaps
#declare a=0;
#declare i=0;
#while (a<5)
#if (models[a])
#declare i=i+1;
#end
#declare a=a+1;
#end
#if (!i | i>1)
#warning "Missing or ambiguous scale setting" // terminating POV script
#else
#if (models[0])
#declare f=1000000 // 1 unit = 1000 kms
#end
#if (models[1])
#declare f=1000; // 1 unit = 1 km
#end
#if (models[2] | models[3] | models[4])
#declare f=1; // 1 unit = 1 metre
#end
#if (models[3])
#declare trans=<251.565, 0, 250.325>;
#end
// #declare f=1;
#if (models[3])
light_source
{
<0, 500, -1000>
color rgb 1
}
#end
#if (models[2] | models[3])
plane
{
y, 0
texture // bare sandy soil
{
pigment { color rgb <0.5, 0.35, 0.2> }
finish { F_Standard }
}
}
#end
#if (models[3])
sky_sphere
{
pigment
{
gradient y
color_map
{
[0 rgb <0.7, 1, 1>]
[0.25 rgb <0, 0.5, 1>]
[1 rgb <0, 0.5, 1>]
}
}
}
#end
#250 and #252
{
union
{
object
{
GWG_FrKarl_Block238to252_Raw
scale 1/f
}
#declare a=0;
#while (a<3) // 3 floors with balconies
#declare b=0;
#while (b<2) // 2 balconies per floor
object
{
GWG_FrKarl_Block238to252_Balcony_Raw
scale 1/f
translate <-1.155 +b * 0.515,
GWG_FrKarl_Block238to252_Floor_yOffset + a *
GWG_FrKarl_Block238to252_Floor_Height - 0.148, 1.045 + b *
GWG_FrKarl_Block238to252_Balcony_Spacing>/f
}
#declare b = b + 1;
#end
#declare a = a + 1;
#end
}
#declare a=0;
#while (a<3)
object
{
GWG_FrKarl_Block238to252_Floor_Cutout
scale 1/f
translate <0.37, GWG_FrKarl_Block238to252_Floor_yOffset + a *
GWG_FrKarl_Block238to252_Floor_Height, 0.37>
}
#declare a = a + 1;
#end
#declare a=0;
#while (a<3)
#declare b=0;
#while (b<2)
object
{
GWG_FrKarl_Block238to252_Balcony_Door_Cutout
scale 1/f
translate <-0.005,
GWG_FrKarl_Block238to252_Floor_yOffset + 0.00001 + a *
GWG_FrKarl_Block238to252_Floor_Height,
1.86 + b *
GWG_FrKarl_Block238to252_Balcony_Spacing + 0.4>/f
}
#declare b = b + 1;
#end
#declare a = a + 1;
#end
translate trans/f
texture { T_Concrete }
}
#242 and #244
{
union
{
object
{
GWG_FrKarl_Block238to252_Raw
scale 1/f
}
#declare a=0;
#while (a<3) // 3 floors with balconies
#declare b=0;
#while (b<2) // 2 balconies per floor
object
{
GWG_FrKarl_Block238to252_Balcony_Raw
rotate y*180
scale 1/f
translate <11.08 + 1.155 - b * 0.515,
GWG_FrKarl_Block238to252_Floor_yOffset + a *
GWG_FrKarl_Block238to252_Floor_Height - 0.148,
1.045 + 3.24 + b * GWG_FrKarl_Block238to252_Balcony_Spacing>/f
}
#declare b = b + 1;
#end
#declare a = a + 1;
#end
}
#declare a=0;
#while (a<3)
object
{
GWG_FrKarl_Block238to252_Floor_Cutout
scale 1/f
translate <0.37, GWG_FrKarl_Block238to252_Floor_yOffset + a *
GWG_FrKarl_Block238to252_Floor_Height, 0.37>
}
#declare a = a + 1;
#end
#declare a=0;
#while (a<3)
#declare b=0;
#while (b<2)
object
{
GWG_FrKarl_Block238to252_Balcony_Door_Cutout
scale 1/f
translate <10.705,
GWG_FrKarl_Block238to252_Floor_yOffset + 0.00001 + a *
GWG_FrKarl_Block238to252_Floor_Height,
1.86 + b *
GWG_FrKarl_Block238to252_Balcony_Spacing + 0.4>/f
}
#declare b = b + 1;
#end
#declare a = a + 1;
#end
texture { T_Concrete }
translate (< -((FrKarl_SideStreet_Pavement_Width +
GWG_FrKarl_Block238to252_Front_Way_Length +
GWG_FrKarl_Block238to252_Front_Doorstep_Depth)*2 +
FrKarl_SideStreet_Width)-11.08,
0,
0 > + trans)/f
}
camera
{
location camPos/f +trans
look_at camLook/f +trans
angle camAng
}
#end
#else // single detail views
sky_sphere
{
pigment { color rgb 1 }
}
plane
{
y, 0
texture
{
pigment { color rgb 1 }
finish { F_Standard }
}
}
light_source
{
<1000, 2000, -4000>
color rgb 1
}
object
{
GWG_FrKarl_Block238to252238to252_Balcony_Raw
texture { T_Concrete }
}
camera
{
location <8, 1.5, 1.6>
look_at <0, 0.5, 1.6>
angle 40
}
#end
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Attachments:
Download '2008-07-31 inside my apartment, take 2 (yadgar).jpg' (15 KB)
Preview of image '2008-07-31 inside my apartment, take 2 (yadgar).jpg'
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