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1 Nov 2024 02:18:10 EDT (-0400)
  Radiosity (Message 1 to 8 of 8)  
From: Greg M  Johnson
Subject: Radiosity
Date: 6 Oct 2000 09:18:45
Message: <39DDCFF2.BB8D2EDF@my-dejanews.com>
I'm trying to use radiosity in an outdoor scene. (Yes, I've looked at
Warp's tut.)  Someone here suggested using a plane as a light source.

Does radiosity always:

1) destroy any effect of fog?
2) destroy any effect of surface normals?


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From: Christophe Bouffartigue
Subject: Re: Radiosity
Date: 6 Oct 2000 09:25:49
Message: <39DDD2DD.95B0C3D9@nanterre.marelli.fr>
"Greg M. Johnson" wrote:
> 
> I'm trying to use radiosity in an outdoor scene. (Yes, I've looked at
> Warp's tut.)  Someone here suggested using a plane as a light source.
> 
> Does radiosity always:
> 
> 1) destroy any effect of fog?

I don't think so....

> 2) destroy any effect of surface normals?

If you use a plane as the only light source, put "normal on" in the
radiosity block.

Bouf.


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From: Warp
Subject: Re: Radiosity
Date: 6 Oct 2000 09:42:38
Message: <39ddd6cd@news.povray.org>
Christophe Bouffartigue <Chr### [at] nanterremarellifr> wrote:
: If you use a plane as the only light source, put "normal on" in the
: radiosity block.

... supposing he is using MegaPov...

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Greg M  Johnson
Subject: Re: Radiosity
Date: 6 Oct 2000 10:14:03
Message: <39DDDCE9.29E49897@my-dejanews.com>
Yes sirree I am and the use of an ambient 1 plane instead of "light sources"
nullifies the normal on my object as well as fog.  Any tips?

Warp wrote:

> Christophe Bouffartigue <Chr### [at] nanterremarellifr> wrote:
> : If you use a plane as the only light source, put "normal on" in the
> : radiosity block.
>
> ... supposing he is using MegaPov...
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Gilles Tran
Subject: Re: Radiosity
Date: 6 Oct 2000 10:43:15
Message: <39DDE4C3.2E476F7D@inapg.inra.fr>
"Greg M. Johnson" wrote:

> Yes sirree I am and the use of an ambient 1 plane instead of "light sources"
> nullifies the normal on my object as well as fog.  Any tips?

missing "hollow" keyword ?
G.


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From: Warp
Subject: Re: Radiosity
Date: 6 Oct 2000 10:44:41
Message: <39dde557@news.povray.org>
Greg M. Johnson <gre### [at] my-dejanewscom> wrote:
: Yes sirree I am and the use of an ambient 1 plane instead of "light sources"
: nullifies the normal on my object as well as fog.  Any tips?

  If you are using MegaPov, put "normal on" in the radiosity block.

  If the normal pattern has too much detail, you may have to increase
your radiosity quality to see it.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Warp
Subject: Re: Radiosity
Date: 6 Oct 2000 10:50:47
Message: <39dde6c6@news.povray.org>
Gilles Tran <tra### [at] inapginrafr> wrote:
: missing "hollow" keyword ?

  I didn't know that a missing "hollow" affects the fog only when using
radiosity.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Gilles Tran
Subject: Re: Radiosity
Date: 6 Oct 2000 12:52:53
Message: <39DE0323.D0C9ABDE@inapg.inra.fr>
Warp wrote:

> Gilles Tran <tra### [at] inapginrafr> wrote:
> : missing "hollow" keyword ?
>
>   I didn't know that a missing "hollow" affects the fog only when using
> radiosity.

A missing hollow in a plane affects the fog below in all cases, but as a
short test mixing radiosity, fog and planes showed me that the combination
works (as far as my test goes of course), I assumed that Greg may have fallen
in that very common trap.
#version unofficial Megapov 0.5;
global_settings{ini_option "+QR" radiosity{error_bound 0.1}}
fog{fog_type 1 color y+z distance 25}
plane{y,0 pigment{rgb 1} finish{ambient 0 diffuse 1}}
plane{y,20 pigment{rgb x} finish{ambient 1 diffuse 0} hollow}
sphere{0,1 translate y pigment{rgb y+z} finish{ambient 0 diffuse 1}}
camera{location  (y-z)*10 direction 2.2*z right  4/3*x  look_at 0}
G.


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