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> On 13/01/2021 4:08 am, Mr wrote:
>> "m@b" <sai### [at] googlemailcom> wrote:
>>> My first attempt at using radiosity.
>>> Comment welcome.
>>>
>>> m@
>>
>> The beams through media look very crisp and nice. here are a fex
>> remarks in the
>> order that would matter most first:
>>
>>
>> There seems to be too much light from inside to have a balance that
>> would reveal
>> radiosity well. Could the inside lights be dimmed ? maybe even remove
>> with
>> radiosity. The scene would contrast more
>>
>>
>> Some of the colors are too saturated. (srgb? assumed_gamma?)
>>
>> the reflective elements, show too strong a total reflective amounts.
>> You can use
>> conserve_energy and albedo keywords to solve that.
>>
>
> Thanks for the comments.
>
> I have reduced the gamma, gray_threshold and brightness.
>
> The steel-work is now a darker pigment and less reflective.
>
> Getting there slowly, this radiosity thing is complicated :-)
>
> m@
Much better.
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"Norbert Kern" <nor### [at] t-onlinede> wrote:
> "m@b" <sai### [at] googlemailcom> wrote:
> > My first attempt at using radiosity.
> > Comment welcome.
> >
> > m@
>
>
> A cool scene!
>
> You need area light for the sun. Radiosity seems okay, perhaps a bit bright for
> such small window area.
>
> As said by Mr., colors and textures aren't very realistic - colors are extreme
> and the surfaces are too clean. The metal finishes use a diffuse value like 0.6,
> which is much to high. Good values are 0.05 to 0.2 together with reflection
> values like reflection {0.3 metallic} or higher.
>
>
> Keep up the good work,
> Norbert Kern
great tip ! thanks... And this version is indeed a huge level up ! maybe the
green is still too saturated? but this may be an artistic decision.
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I don't really see any shadows anywhere. Can you brighten the oil lamps?
On 1/14/2021 2:39 AM, m@b wrote:
> On 13/01/2021 4:08 am, Mr wrote:
>> "m@b" <sai### [at] googlemailcom> wrote:
>>> My first attempt at using radiosity.
>>> Comment welcome.
>>>
>>> m@
>>
>> The beams through media look very crisp and nice. here are a fex
>> remarks in the
>> order that would matter most first:
>>
>>
>> There seems to be too much light from inside to have a balance that
>> would reveal
>> radiosity well. Could the inside lights be dimmed ? maybe even remove
>> with
>> radiosity. The scene would contrast more
>>
>>
>> Some of the colors are too saturated. (srgb? assumed_gamma?)
>>
>> the reflective elements, show too strong a total reflective amounts.
>> You can use
>> conserve_energy and albedo keywords to solve that.
>>
>
> Thanks for the comments.
>
> I have reduced the gamma, gray_threshold and brightness.
>
> The steel-work is now a darker pigment and less reflective.
>
> Getting there slowly, this radiosity thing is complicated :-)
>
> m@
Post a reply to this message
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"m@b" <sai### [at] googlemailcom> wrote:
> On 13/01/2021 4:08 am, Mr wrote:
> > "m@b" <sai### [at] googlemailcom> wrote:
> >> My first attempt at using radiosity.
> >> Comment welcome.
> >>
> >> m@
> >
> > The beams through media look very crisp and nice. here are a fex remarks in the
> > order that would matter most first:
> >
> >
> > There seems to be too much light from inside to have a balance that would reveal
> > radiosity well. Could the inside lights be dimmed ? maybe even remove with
> > radiosity. The scene would contrast more
> >
> >
> > Some of the colors are too saturated. (srgb? assumed_gamma?)
> >
> > the reflective elements, show too strong a total reflective amounts. You can use
> > conserve_energy and albedo keywords to solve that.
> >
>
> Thanks for the comments.
>
> I have reduced the gamma, gray_threshold and brightness.
>
> The steel-work is now a darker pigment and less reflective.
>
> Getting there slowly, this radiosity thing is complicated :-)
>
> m@
great improvements! Now the small dining table appears as a nice place to rest
the wandering eye... Cool details. Now the image is really passed the finished
state, but of course, one could always want to iterate more... so :
-I suspect the light outside is not parallel sun like type and in that case too
close to the building because it makes beams directions diverge instead of
falling in the same direction if they were generated by sunlight.
-the red of the machine still slightly over saturated
-The mapping of what I assume to be metallic grids on the floor seems stretched
or unreadable.
-the floor seems too bright, clean and flat.
-The walls miss some history too. maybe just a little dirt in the corners,
textures allowing to identify what they are made of ?
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On 21/01/2021 5:54 am, Mr wrote:
> "m@b" <sai### [at] googlemailcom> wrote:
>> On 13/01/2021 4:08 am, Mr wrote:
>>> "m@b" <sai### [at] googlemailcom> wrote:
>>>> My first attempt at using radiosity.
>>>> Comment welcome.
>>>>
>>>> m@
>>>
>>> The beams through media look very crisp and nice. here are a fex remarks in the
>>> order that would matter most first:
>>>
>>>
>>> There seems to be too much light from inside to have a balance that would reveal
>>> radiosity well. Could the inside lights be dimmed ? maybe even remove with
>>> radiosity. The scene would contrast more
>>>
>>>
>>> Some of the colors are too saturated. (srgb? assumed_gamma?)
>>>
>>> the reflective elements, show too strong a total reflective amounts. You can use
>>> conserve_energy and albedo keywords to solve that.
>>>
>>
>> Thanks for the comments.
>>
>> I have reduced the gamma, gray_threshold and brightness.
>>
>> The steel-work is now a darker pigment and less reflective.
>>
>> Getting there slowly, this radiosity thing is complicated :-)
>>
>> m@
>
> great improvements! Now the small dining table appears as a nice place to rest
> the wandering eye... Cool details. Now the image is really passed the finished
> state, but of course, one could always want to iterate more... so :
> -I suspect the light outside is not parallel sun like type and in that case too
> close to the building because it makes beams directions diverge instead of
> falling in the same direction if they were generated by sunlight.
> -the red of the machine still slightly over saturated
> -The mapping of what I assume to be metallic grids on the floor seems stretched
> or unreadable.
> -the floor seems too bright, clean and flat.
> -The walls miss some history too. maybe just a little dirt in the corners,
> textures allowing to identify what they are made of ?
>
The sun is 100 million units away and the beams are still not appearing
to be parallel, any thoughts?
light_source{<-40, 55, 100>*1000000 color rgb<1,1,1>*10 parallel
point_at <0,0,0>}
camera{ angle 50 location <-24,-15,-50> direction 1.5*z right
x*image_width/image_height look_at <5, -10, 15>}
I have de-saturated the red and green a bit and increased the normals.
Added some bozo to the walls.
Made the floor grids a bigger scale to stop the interference pattern.
Increased the fade distance on the lamps to give some shadows on the wall.
Post a reply to this message
Attachments:
Download 'beam engine radiosity 02.png' (1267 KB)
Preview of image 'beam engine radiosity 02.png'
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On 12/01/2021 10:37 am, m@b wrote:
> My first attempt at using radiosity.
> Comment welcome.
>
> m@
Here is the associated animation:
<https://youtu.be/BjGFyq6L5wE>
m@
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"m@b" <sai### [at] googlemailcom> writes:
> The sun is 100 million units away and the beams
> are still not appearing to be parallel, any
> thoughts?
>
> light_source{<-40, 55, 100>*1000000 color
> rgb<1,1,1>*10 parallel point_at <0,0,0>}
The light rays emitted by that light source /are/ parallel. Their
images, as produced by a perspective camera, are not supposed to
be—you’d need an orthographic camera for that. Rather, they intersect
where the image of the Sun would be if it were visible.
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> The sun is 100 million units away and the beams are still not appearing
> to be parallel, any thoughts?
>
> light_source{<-40, 55, 100>*1000000 color rgb<1,1,1>*10 parallel
> point_at <0,0,0>}
>
> camera{ angle 50 location <-24,-15,-50> direction 1.5*z right
> x*image_width/image_height look_at <5, -10, 15>}
>
Your light don't need to be THAT far. You only need to make it just
distant enough that it is farther than the farthest other object in your
scene.
The parallel attribute ensure that all rays coming from it are
effectively parallel.
What you are seeing is the effect of perspective that make the parallel
rays of light appear to diverge.
As Subclick mentioned, using an orthographic camera will show that those
rays are indeed parallel.
Also, if you place your camera very close to any of the windows and look
back, toward the current camera location, then, the rays will appear to
converge.
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"m@b" <sai### [at] googlemailcom> wrote:
> I have de-saturated the red and green a bit and increased the normals.
> Added some bozo to the walls.
> Made the floor grids a bigger scale to stop the interference pattern.
> Increased the fade distance on the lamps to give some shadows on the wall.
This is looking much better than the original now. The lighting is more balanced
and the textures more realistic. The main thing that is distracting to my eye
are the aliasing artifacts, especially across the top of the green horizontal
beam. What antialiasing settings did you use?
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On 23/01/2021 7:55 am, Robert McGregor wrote:
> "m@b" <sai### [at] googlemailcom> wrote:
>> I have de-saturated the red and green a bit and increased the normals.
>> Added some bozo to the walls.
>> Made the floor grids a bigger scale to stop the interference pattern.
>> Increased the fade distance on the lamps to give some shadows on the wall.
>
> This is looking much better than the original now. The lighting is more balanced
> and the textures more realistic. The main thing that is distracting to my eye
> are the aliasing artifacts, especially across the top of the green horizontal
> beam. What antialiasing settings did you use?
>
>
>
>
Antialias=On
Antialias_Threshold=0.3
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