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14 Nov 2024 04:30:19 EST (-0500)
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From: JSR
Subject: Indoor lighting - radiosity
Date: 9 Feb 2007 07:30:01
Message: <web.45cc6877c339ecd8d8ef73430@news.povray.org>
Hi all,
These are my last renders using megapov and radiosity, final touches with
photoshop. Includes:

- lights: point lights with soft shadows (area_light)
          high intensity, fade_power 2,low fade_distance
          key lights: bluish white    fill lights: yellowish white
- radiosity: count 500, error_bound 0.1, gray_threshold 0.0, rest default
- floor: bump_map bump_size 5, specular and little reflection
- globals: assumed_gamma 2.2, exposure 1.6, max_trace_level 10

Any comments? :)

Joel.


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Attachments:
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Preview of image 'renders.jpg'
renders.jpg


 

From: Penelope20k
Subject: Re: Indoor lighting - radiosity
Date: 9 Feb 2007 12:26:50
Message: <45ccaeda@news.povray.org>
i like the radiosity effect , but doest like luch the color of your lights
..
those are too flat ..
measn that exterior light must tends to the blue ( <.76,.8,1> is  nice
enough for exemple correespond to a 8000Kelvin )
interior lights must tend to the yellow  (<1,.85,.75> a 5500 Kelvin bulb)








news:web.45cc6877c339ecd8d8ef73430@news.povray.org...
> Hi all,
> These are my last renders using megapov and radiosity, final touches with
> photoshop. Includes:
>
> - lights: point lights with soft shadows (area_light)
>           high intensity, fade_power 2,low fade_distance
>           key lights: bluish white    fill lights: yellowish white
> - radiosity: count 500, error_bound 0.1, gray_threshold 0.0, rest default
> - floor: bump_map bump_size 5, specular and little reflection
> - globals: assumed_gamma 2.2, exposure 1.6, max_trace_level 10
>
> Any comments? :)
>
> Joel.
>


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From: Samuel Benge
Subject: Re: Indoor lighting - radiosity
Date: 9 Feb 2007 13:25:05
Message: <45ccbc81$1@news.povray.org>
JSR wrote:
> Hi all,
> These are my last renders using megapov and radiosity, final touches with
> photoshop. Includes:
> 
> - lights: point lights with soft shadows (area_light)
>           high intensity, fade_power 2,low fade_distance
>           key lights: bluish white    fill lights: yellowish white
> - radiosity: count 500, error_bound 0.1, gray_threshold 0.0, rest default
> - floor: bump_map bump_size 5, specular and little reflection
> - globals: assumed_gamma 2.2, exposure 1.6, max_trace_level 10
> 
> Any comments? :)
> 
> Joel.

Looks good, Joel. Nice results from such settings; I will have to try 
them out.

But (yes, there's a but), the effect isn't photo-realistic. It's almost 
there but falls short, and I believe it is due to the textures' lack of 
imperfection. All flat surfaces have minute variations in pigmentation 
and topography. Corners have dirt and edges have slight wearing (even if 
new). Cabinets and other furniture are not built perfectly. We usually 
don't notice such things because they are so commonplace to us, yet when 
we see "perfect" homes in real life, all these thing are there to a degree.

Just some critiques, and I hope you don't mind them. I think your 
radiosity settings are great, and your modeling is also top-notch.

Happy POVving!

~Sam


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From: Orchid XP v3
Subject: Re: Indoor lighting - radiosity
Date: 9 Feb 2007 14:56:51
Message: <45ccd203$1@news.povray.org>
w00t!

That looks awesome...


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From: Stefan Viljoen
Subject: Re: Indoor lighting - radiosity
Date: 11 Feb 2007 01:18:20
Message: <45ceb52b@news.povray.org>
JSR wrote:

> Hi all,
> These are my last renders using megapov and radiosity, final touches with
> photoshop. Includes:
> 
> - lights: point lights with soft shadows (area_light)
>           high intensity, fade_power 2,low fade_distance
>           key lights: bluish white    fill lights: yellowish white
> - radiosity: count 500, error_bound 0.1, gray_threshold 0.0, rest default
> - floor: bump_map bump_size 5, specular and little reflection
> - globals: assumed_gamma 2.2, exposure 1.6, max_trace_level 10
> 
> Any comments? :)
> 
> Joel.

Nice - got a very smooth and techno look to it IMO

-- 
Stefan


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From: Agustin Britait Molina
Subject: Re: Indoor lighting - radiosity
Date: 11 Feb 2007 09:45:01
Message: <web.45cf2afc765dd2cada0e3250@news.povray.org>
>But (yes, there's a but), the effect isn't photo-realistic. It's almost
>there but falls short, and I believe it is due to the textures' lack of
>imperfection. All flat surfaces have minute variations in pigmentation
>and topography. Corners have dirt and edges have slight wearing (even if
>new). Cabinets and other furniture are not built perfectly. We usually
>don't notice such things because they are so commonplace to us, yet when
>we see "perfect" homes in real life, all these thing are there to a degree.

I totally agree with this, the right image is "too perfect" for real life.

The sun light in left image is more adjust to reality.

I think with some quasi-imperceptible fill lights (shadowless or so) could
simulate better the imprevisible field of luminosity in a room or any other
hollow space... or maybe some ambient light with very few ammount.

All of this need experimentation...


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From: JSR
Subject: Re: Indoor lighting - radiosity
Date: 12 Feb 2007 03:30:00
Message: <web.45d024cd765dd2cad8ef73430@news.povray.org>
Thanks to all for the comments,

I use a bluish white light coming from exterior in order to simulate
daylight, also sometimes I use yellow light for the sun. And I use
yellow/orange light for simulating indoor ligthting. With these two
complementary lights I try to create a nice atmosphere, but I need more
practice...

I wish to put some imperfections in my renders, because it's known that
nothing it's perfect, but most clients don't like to see stains nor wear in
renders. That's the real reality.

Regards,

Joel.


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From: Ben Chambers
Subject: Re: Indoor lighting - radiosity
Date: 14 Feb 2007 16:06:10
Message: <45d379c2@news.povray.org>
JSR wrote:

> I wish to put some imperfections in my renders, because it's known that
> nothing it's perfect, but most clients don't like to see stains nor wear in
> renders. That's the real reality.

My feeling is that if an effect is noticeable, it's probably overdone. 
In that vein, add some color / normal / finish variations that are 
hardly perceptible would go a long way.  You can do all kinds of things 
by making textures that are slightly different, and then layering them 
in a texture map via the bozo pattern.

...Chambers


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