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As I promised in binaries.images the source is in binaries.scene-files.
The source and this info should be enough for experiments.
The radiosity settings are not critical for realistic results.
More important are assumed_gamma, fade_power, fade_distance and
light source intensity distribution.
1. Use assumed_gamma 1.0 and set Display_Gamma in povray.ini
to a value that you measured using a test image. Adjust
monitor brightness and contrast using
http://hammer.prohosting.com/~kkivisal/adjust.gif
2. Use fade_power 2 and try 1.4*light_source_diameter as the
value for fade_distance first. Don't set it too high though.
3. If the light source is a flat panel use
spotlight radius 1 falloff 90 tightness -0.8.
For other shapes you'll have to improvise. Remember that large area_lights
don't produce correct direct illumination, you'll have to use several
area_lights or point sources instead to cover the area.
Tips.
If the shadows are too bright multiply light source colors by a factor
and divide diffuse by the same factor. Do the inverse if there is not
enough diffused light. Generally low diffuse values are more realistic,
try 0.5 first.
If you extract a color from an image or from some color selector remember
to inverse gamma correct it ( pow(color.x,Display_Gamma) ) before using it
in a scene file. This way the color looks more or less the same. The same
goes for image maps also. In PSP for example set gamma to 1/Display_Gamma.
_______________________________________________________________________
Kari Kivisalo www.kivisalo.net
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Kari Kivisalo <kar### [at] kivisalonet> wrote:
: spotlight radius 1 falloff 90 tightness -0.8.
Shouldn't the radius be 0? If not, you will get a cone of light (of radius 1)
with constant light.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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