POV-Ray : Newsgroups : povray.binaries.images : Splotchiness with radiosity + transparency Server Time
4 Nov 2024 17:58:46 EST (-0500)
  Splotchiness with radiosity + transparency (Message 1 to 8 of 8)  
From: JSR
Subject: Splotchiness with radiosity + transparency
Date: 2 May 2007 03:40:03
Message: <web.46383fbb13839e21d8ef73430@news.povray.org>
Hi,
I have a problem when I combine radiosity and transparent objects.
Splotchiness appears behind glass in the second pass.
I use 2 pass radiosity:
1st pass.- No transparency, no reflection, no area_lights, save_radiosity
2nd pass.- transparency, reflection, area_lights, load_radiosity

The parameters are:
#if (RAD)
    radiosity {
      brightness      1.0  //[1.0]
      recursion_limit 3    //[3]
      count           800  //[35]
      error_bound     0.2  //[1.8]
      gray_threshold  0.5  //[0.0]]
      pretrace_start  0.05 //[0.08]
      pretrace_end    0.01 //[0.04]
      nearest_count   15   //[5]

      #if(SAVERAD)
        save_file "escena.rad"
      #else
        pretrace_start 1
        pretrace_end 1
        load_file "escena.rad"
        always_sample off
      #end
  }
#end

I post an image for an example.

Regards,

Joel


Post a reply to this message


Attachments:
Download 'image.jpg' (459 KB)

Preview of image 'image.jpg'
image.jpg


 

From: Skip Talbot
Subject: Re: Splotchiness with radiosity + transparency
Date: 2 May 2007 11:28:48
Message: <4638ae30$1@news.povray.org>
I don't know the underlying mechanics of how radiosity works, but I'm 
guessing your extra, bouncing rays require more samples in your 
reflection/transparency/area lights scene.  A few suggestions for your 
parameters:

error_bound seems quite low.  Try increasing it to 0.5 or 0.8.  Your 
lighting will be less accurate but you will get smoother, faster 
results, and since you are already using regular light sources, the 
accuracy shouldn't be an issue.

recursion_limit, try dropping that to two.  You'll save some time on the 
rendering and your scene may not require the third bounce since you are 
using regular light sources and the contrast isn't that high.

count, keep increasing it if you are still getting artifacts.  Try going 
all the way to 1600.  This is why I suggested a higher error_bound and 
lower recursion_limit, so that increasing the count wouldn't kill your 
render time (too much).

always_sample, turning this off may eliminate some blotchiness.  Make 
sure you aren't rendering a saved rad file from your reflectionless pass 
too.

Skip


Post a reply to this message

From: nemesis
Subject: Re: Splotchiness with radiosity + transparency
Date: 2 May 2007 11:30:02
Message: <web.4638adb2bd2d3ff7773c9a3e0@news.povray.org>
look here:
http://tag.povray.org/povQandT/languageQandT.html#radiosityartifact

perhaps you just don't see them in the first pass because they appear behind
the glass, which is opaque then... follow the instructions in the FAQ.


Post a reply to this message

From: Tek
Subject: Re: Splotchiness with radiosity + transparency
Date: 2 May 2007 12:34:14
Message: <4638bd86$1@news.povray.org>
Shouldn't you remove the transparent objects when you save radiosity? 
otherwise how can light get through them?

-- 
Tek
http://evilsuperbrain.com

"JSR" <jsr### [at] gmailcom> wrote in message 
news:web.46383fbb13839e21d8ef73430@news.povray.org...
> Hi,
> I have a problem when I combine radiosity and transparent objects.
> Splotchiness appears behind glass in the second pass.
> I use 2 pass radiosity:
> 1st pass.- No transparency, no reflection, no area_lights, save_radiosity
> 2nd pass.- transparency, reflection, area_lights, load_radiosity
>
> The parameters are:
> #if (RAD)
>    radiosity {
>      brightness      1.0  //[1.0]
>      recursion_limit 3    //[3]
>      count           800  //[35]
>      error_bound     0.2  //[1.8]
>      gray_threshold  0.5  //[0.0]]
>      pretrace_start  0.05 //[0.08]
>      pretrace_end    0.01 //[0.04]
>      nearest_count   15   //[5]
>
>      #if(SAVERAD)
>        save_file "escena.rad"
>      #else
>        pretrace_start 1
>        pretrace_end 1
>        load_file "escena.rad"
>        always_sample off
>      #end
>  }
> #end
>
> I post an image for an example.
>
> Regards,
>
> Joel
>


Post a reply to this message

From: Bill Pragnell
Subject: Re: Splotchiness with radiosity + transparency
Date: 2 May 2007 17:05:01
Message: <web.4638fbd5bd2d3ff7f08a9dec0@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote:
> Shouldn't you remove the transparent objects when you save radiosity?
> otherwise how can light get through them?

Either remove the transparent objects completely in the first pass as Tek
suggests, or have them fully transparent as with the second pass (and make
sure recursion_limit is high enough to let the light through properly), or,
if you are using MegaPOV, set the no_radiosity flag on your transparent
objects.

The second option will be the most realistic, but may also be slower.

Nice scene by the way!


Post a reply to this message

From: Alain
Subject: Re: Splotchiness with radiosity + transparency
Date: 2 May 2007 17:50:39
Message: <463907af$1@news.povray.org>
JSR nous apporta ses lumieres en ce 02-05-2007 03:37:
> Hi,
> I have a problem when I combine radiosity and transparent objects.
> Splotchiness appears behind glass in the second pass.
> I use 2 pass radiosity:
> 1st pass.- No transparency, no reflection, no area_lights, save_radiosity
> 2nd pass.- transparency, reflection, area_lights, load_radiosity
> 
> The parameters are:
> #if (RAD)
>     radiosity {
>       brightness      1.0  //[1.0]
>       recursion_limit 3    //[3]
>       count           800  //[35]
>       error_bound     0.2  //[1.8]
>       gray_threshold  0.5  //[0.0]]
>       pretrace_start  0.05 //[0.08]
>       pretrace_end    0.01 //[0.04]
>       nearest_count   15   //[5]
> 
>       #if(SAVERAD)
>         save_file "escena.rad"
>       #else
>         pretrace_start 1
>         pretrace_end 1
>         load_file "escena.rad"
>         always_sample off
>       #end
>   }
> #end
> 
> I post an image for an example.
> 
> Regards,
> 
> Joel
> 
> 
> ------------------------------------------------------------------------
> 
In the first pass, the glass doors are present and opaque. Result: there is NO 
radiosity sampling behind them during that pass, leaving all the sampling to the 
second pass.
Suggestion: REMOVE transparent objects during the first pass.
Your count may be to low, increase it some, somewhere from 1000 to 1600.
A low error_bound is good to deepen shadows. Your shadows are almost black. You 
probably can increase it a good deal.
Increasing nearest_count to 20 (max value) can help reducing splotchiness.
If you need the extra samples of a small error_bound, using a smaler 
low_error_factor can help by gathering more samples during the last pretrace step.
Some of your dark spots may be caused by rays hiting exactly a corner and geting 
radiosity samples from "outside" the scene. A very small change in the camera 
position can often remove them, or make them change location.
Also, changing the pretrace_start valus may, in some cases, help.

-- 
Alain
-------------------------------------------------
A husband is what is left of a man after the nerve is extracted.


Post a reply to this message

From: Alain
Subject: Re: Splotchiness with radiosity + transparency
Date: 2 May 2007 17:55:47
Message: <463908e3$1@news.povray.org>
Bill Pragnell nous apporta ses lumieres en ce 02-05-2007 17:00:
> "Tek" <tek### [at] evilsuperbraincom> wrote:
>> Shouldn't you remove the transparent objects when you save radiosity?
>> otherwise how can light get through them?
> 
> Either remove the transparent objects completely in the first pass as Tek
> suggests, or have them fully transparent as with the second pass (and make
> sure recursion_limit is high enough to let the light through properly), or,
> if you are using MegaPOV, set the no_radiosity flag on your transparent
> objects.
> 
> The second option will be the most realistic, but may also be slower.
> 
> Nice scene by the way!
> 
Beter to leave the coloured transparent objects, radiosity samples passing 
trough get coloured. Same for those with non-flat surfaces, change the location 
from where the samples are effectively taken. Remove those that are colourless, 
thin and flat.

-- 
Alain
-------------------------------------------------
If That Phone Was Up Your Butt, Maybe You Could Drive A Little Better!


Post a reply to this message

From: Sabrina Kilian
Subject: Re: Splotchiness with radiosity + transparency
Date: 2 May 2007 21:01:05
Message: <46393451$1@news.povray.org>
I had a problem with a mirror behind a sheet of glass. Without
radiosity, there were no spots. Turning radiosity on, lots of little
dots between the mirror and glass sheet. The problem in that was diffuse
>0.0 on the mirror surface. That, combined with the glass surfaces,
caused circular little dots. Radiosity settings changed only the size
and locations of the dots in my scene.

I don't know that it's the same problem in your scene, but it's
something else you can look at.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.