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I have been struggling to set up lighting priperly for interior spaces.
Can't understand why it doesn't work properly :(
I use white sphere with big radius around my "room", also I use parallel
light that blows through the windows to simulate sun.
I get alot of artefacts and my "room" is totally dark :(
Could you please help me?
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motorsep nous apporta ses lumieres en ce 18/09/2006 13:54:
> I have been struggling to set up lighting priperly for interior spaces.
> Can't understand why it doesn't work properly :(
> I use white sphere with big radius around my "room", also I use parallel
> light that blows through the windows to simulate sun.
> I get alot of artefacts and my "room" is totally dark :(
> Could you please help me?
>
>
Do you have any other light in the scene?
If not, then you need to use radiosity. As a starter, just add "radiosity{}" in
the global_settings{} block. Read the documentations about radiosity. The first
element to adjust is count then error_bound.
Take a look at the various sample files in the scenes\radiosity folder, play
around with the various parameters to get a feel of what they do.
It's obvious that any radiosity scene needs lots more calculations and therefore
will takes longer to render.
--
Alain
-------------------------------------------------
WARNING: The consumption of alcohol may lead you to think people are laughing
WITH you.
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"motorsep" <nomail@nomail> wrote:
> I have been struggling to set up lighting priperly for interior spaces.
> Can't understand why it doesn't work properly :(
> I use white sphere with big radius around my "room", also I use parallel
> light that blows through the windows to simulate sun.
> I get alot of artefacts and my "room" is totally dark :(
> Could you please help me?
One solution I have used in the past when the "dark corners" were too dark
is to place a dim point source light in the scene at the exact location of
the camera. The shadows that are introduced by the light can't be seen by
the camera (unless there is a reflective surface) so don't show up in the
image.
I use something like this:
#declare CamLocation = <20, 20, 10>
camera {
location CamLocation
look_at <0, 0, 0>
}
light_source {
CamLocation
Color White*0.5
}
Its just a hack, I know.
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Ok. This is my scene rendered in Indigo:
http://img148.imageshack.us/img148/2594/bedroom01e24hrs21minte3.png
This is the same scene, but rendered with Povray (same one parallel light
source as in above scene):
http://img153.imageshack.us/img153/8856/bedroom01fmz6.jpg
Obviously, I need to make my scene look like one that rendered with Indigo.
How can I make it look like it? What radiosity settings do I use?
Here is what I came up with:
#version unofficial MegaPov 1.21
global_settings {
noise_generator 3
assumed_gamma 2.2
max_trace_level 30
radiosity {
pretrace_start 1
pretrace_end 0.003125
adaptive 2
error_bound { 0.15 adaptive 1.5, 20 }
count 150
recursion_limit 1
brightness 1.5
}
}
Thanks.
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From: "Jérôme M. Berger"
Subject: Re: Rendering interior spaces: lighting setup
Date: 19 Sep 2006 15:41:22
Message: <451047e2@news.povray.org>
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Hash: SHA1
motorsep wrote:
> Ok. This is my scene rendered in Indigo:
>
> http://img148.imageshack.us/img148/2594/bedroom01e24hrs21minte3.png
>
> This is the same scene, but rendered with Povray (same one parallel light
> source as in above scene):
>
> http://img153.imageshack.us/img153/8856/bedroom01fmz6.jpg
>
> Obviously, I need to make my scene look like one that rendered with Indigo.
> How can I make it look like it? What radiosity settings do I use?
> Here is what I came up with:
>
First thing to do is to raise your recursion_limit to at least 2 (3
would be better, but be aware that this will raise the rendering
time a lot). Then, like Alain said, play with count and error_bound:
- Higher count will give better results all around at the cost of
more computing time;
- Lower error_bound will give sharper shadows but will slow the
render and cause the lit areas to appear blotchy (which can be
alleviated somewhat by raising the count at the cost of still more
rendering time).
Note that you probably won't get the same graininess as the Indigo
render though :)
Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
| mailto:jeb### [at] freefr | ICQ: 238062172 |
| http://jeberger.free.fr/ | Jabber: jeb### [at] jabberfr |
+---------------------------------+------------------------------+
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motorsep nous apporta ses lumieres en ce 19/09/2006 00:53:
> Ok. This is my scene rendered in Indigo:
>
> http://img148.imageshack.us/img148/2594/bedroom01e24hrs21minte3.png
>
> This is the same scene, but rendered with Povray (same one parallel light
> source as in above scene):
>
> http://img153.imageshack.us/img153/8856/bedroom01fmz6.jpg
>
> Obviously, I need to make my scene look like one that rendered with Indigo.
> How can I make it look like it? What radiosity settings do I use?
> Here is what I came up with:
>
> #version unofficial MegaPov 1.21
> global_settings {
> noise_generator 3
The default, you don't need to set.
> assumed_gamma 2.2
> max_trace_level 30
Your scene don't look as if it needs that much.
> radiosity {
> pretrace_start 1
It's useless to start at that level. better to stick with the default here.
Default = 0.08 or 8% of the image's width.
> pretrace_end 0.003125
Keep it at the (pretrace_start / 2^n) domain. Other values will be rounded.
> adaptive 2
adaptive is megapov only. Don't works with the official version.
> error_bound { 0.15 adaptive 1.5, 20 }
Using megapov only syntax.
Defaults to 1.8. A low value requires a high count value.
> count 150
You may need a larger value here.
> recursion_limit 1
You need at least 2. 3 would probably be beter. 4 may not be worth it. My
personal experience don't show that much effect on the render time.
> brightness 1.5
To brighten up the scene.
You can add:
low_error_factor 0.4 or less.
It lowers the error_bound during the last pretrace step by that amount
(error_bound * low_error_factor). Default to 0.5
> }
> }
>
> Thanks.
>
>
>
>
To get beter similarity, use a sky_sphere or large world sphere with a gradient,
blue at the zenit and pinkish near the horizon.
--
Alain
-------------------------------------------------
An unbreakable toy is useful for breaking other toys.
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From: Thomas de Groot
Subject: Re: Rendering interior spaces: lighting setup
Date: 20 Sep 2006 04:01:29
Message: <4510f559$1@news.povray.org>
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One thing that was not mentioned, but which concerns your POV-Ray scene in
general: control if your finish {ambient} of the objects is set to 0,
especially before using radiosity. I think that the pillows and the blue
cover have an ambient >0.
Thomas
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Thank you guys for advice.
After reviewing all answers and tuning materials and settings, I came up
with that:
http://img170.imageshack.us/img170/797/bedroom01hli4.jpg
Radiosity settings:
radiosity {
pretrace_start 1
pretrace_end 0.003125
adaptive 2
error_bound { 0.1 adaptive 1.5, 20 }
count 500
recursion_limit 3
brightness 1.5
low_error_factor 0.2
nearest_count 7
}
I use sphere around my scene with such material:
*env
pigment
{
color rgb <0.842, 0.937, 1.000>
}
finish {
ambient 2
}
And also I use parallel light.
I still can't figure out how to get a rid of artifacts (maybe to increase
count to >1000), how to have windows not being overbrightened and have room
lit more evenly and make it lighter (that are a main concerns).
Any ideas?
Alain,
If I use this formula for "pretrace_start": >Default = 0.08 or 8% of the
image's width<, I get pretrace_start = 640*0.08=51.2 and it cause a huge
increase of rendering time and I get a l ot of artifacts :( Why? What am I
doing wrong?
Also you said: "Keep it at the (pretrace_start / 2^n) domain." What is
"2^n"? I mean "n" - where is it coming from?
Thank you guys, I appreciate you time!
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From: "Jérôme M. Berger"
Subject: Re: Rendering interior spaces: lighting setup
Date: 20 Sep 2006 13:55:53
Message: <451180a9$1@news.povray.org>
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motorsep wrote:
> Thank you guys for advice.
> After reviewing all answers and tuning materials and settings, I came up
> with that:
>
> http://img170.imageshack.us/img170/797/bedroom01hli4.jpg
>
> Radiosity settings:
>
> radiosity {
> pretrace_start 1
> pretrace_end 0.003125
> adaptive 2
> error_bound { 0.1 adaptive 1.5, 20 }
> count 500
> recursion_limit 3
> brightness 1.5
> low_error_factor 0.2
> nearest_count 7
> }
>
> I use sphere around my scene with such material:
>
> *env
> pigment
> {
> color rgb <0.842, 0.937, 1.000>
> }
> finish {
> ambient 2
> }
>
> And also I use parallel light.
>
> I still can't figure out how to get a rid of artifacts (maybe to increase
> count to >1000), how to have windows not being overbrightened and have room
> lit more evenly and make it lighter (that are a main concerns).
> Any ideas?
>
> Alain,
> If I use this formula for "pretrace_start": >Default = 0.08 or 8% of the
> image's width<, I get pretrace_start = 640*0.08=51.2 and it cause a huge
> increase of rendering time and I get a l ot of artifacts :( Why? What am I
> doing wrong?
Hem, a slight misunderstanding here: he meant that the default
value is 0.08 which will be interpreted by povray as 8% of the image
width. If you use 1 it will be interpreted as 100% of the image
width and therefore useless.
In short, you should use "pretrace_start 0.08" as a starting point,
then see what happens when you raise or lower it slightly (ie in the
0.06-0.10 range for a start).
> Also you said: "Keep it at the (pretrace_start / 2^n) domain." What is
> "2^n"? I mean "n" - where is it coming from?
>
2^n means "2 to the nth power". Or in other words 2, 4, 8, 16...
Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
| mailto:jeb### [at] freefr | ICQ: 238062172 |
| http://jeberger.free.fr/ | Jabber: jeb### [at] jabberfr |
+---------------------------------+------------------------------+
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ahh, my bad. Thank you for detailed explaination! I'll try it after work :)
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