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Hello
Every time when I tried to render the scene I've got different results. The
difference was in the lighting of the scene. In the scene there is only one HDR
sky_sphere.
I am using official 3.7 build on Windows and unofficial MacOS build 3.7.1.
Is there something I've missed?
Here are two examples of the resulting image: https://ibb.co/gR9VkQ
Here is complete test scene:
#version 3.7;
#include "colors.inc"
#include "finish.inc"
#default{
finish{
ambient 0
diffuse 1
}
}
global_settings {
radiosity {
pretrace_start 0.08
pretrace_end 0.04
count 35
nearest_count 5
error_bound 1.8
recursion_limit 3
low_error_factor .5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
}
sky_sphere{
pigment{
image_map {
hdr "..\kitchen_probe.hdr"
map_type 1
interpolate 4
}
} // end of pigment
} //end of skysphere -----
// perspective (default) camera
camera {
location <0.0, 1.2, -2.0>
look_at <0.0, 0.5, 0.0>
right x*image_width/image_height
}
// scene
sphere{ <0,0,0>, 0.5
texture{
pigment{ DimGray }
finish{ Dull }
} // end of texture
translate <0, 0.5, 0>
}
plane{
<0,1,0>, 0 hollow // normal vector, distance to zero ----
texture{
pigment{ Gray }
finish{ Dull }
} // end of texture
}
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From: Le Forgeron
Subject: Re: Problems with different shadows in the same scene
Date: 28 Jul 2017 07:00:03
Message: <597b1933$1@news.povray.org>
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Le 28/07/2017 à 11:44, gregors a écrit :
> Hello
>
> Every time when I tried to render the scene I've got different results. The
> difference was in the lighting of the scene. In the scene there is only one HDR
> sky_sphere.
>
> I am using official 3.7 build on Windows and unofficial MacOS build 3.7.1.
>
> Is there something I've missed?
>
> Here are two examples of the resulting image: https://ibb.co/gR9VkQ
>
> Here is complete test scene:
Nearly complete, missing kitchen_probe.hdr
(I found one at
http://www.cgadvertising.com/pages/free-materials/hdr-maps.php
)
It can be reproduced simply adding +KFI0 +KFF10 (here on linux, so not
platform specific)
Yet, have you read http://wiki.povray.org/content/HowTo:Use_radiosity ?
Radiosity is not reproducible (there is a lot of randomness in it), you
need to save & reload radiosity data if you want always the same result
(such as in animation).
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Le_Forgeron <jgr### [at] freefr> wrote:
> Le 28/07/2017 à 11:44, gregors a écrit :
> > Hello
> >
> > Every time when I tried to render the scene I've got different results. The
> > difference was in the lighting of the scene. In the scene there is only one HDR
> > sky_sphere.
> >
> > I am using official 3.7 build on Windows and unofficial MacOS build 3.7.1.
>
> It can be reproduced simply adding +KFI0 +KFF10 (here on linux, so not
> platform specific)
>
> Yet, have you read http://wiki.povray.org/content/HowTo:Use_radiosity ?
>
> Radiosity is not reproducible (there is a lot of randomness in it), you
> need to save & reload radiosity data if you want always the same result
> (such as in animation).
Since you said that I had to check to be sure, I know there's always some
resampling going on even when always_sample off is being used. Or so I believe,
and the doc seems to say same.
Having tried the animation using command line +rf"hdr_rad" for one frame and
adding +rfi for the other frames, animated it still flickers from changes to the
radiosity.
Before doing that I was trying higher count and some other settings. I had also
used a different hdr file in place of the kitchen.
I was able to render successive frames without visible deviations by using count
>1600 called the Halston method in the docs.
Maybe the other settings contribute to the smoothness too.
I'm still not very good with radiosity settings, I tend to find what looks best
for particular scenes while trying for fast renders too.
Here's that global_settings from the test scene.
global_settings {
assumed_gamma 1
radiosity {
pretrace_start 0.08
pretrace_end 0.02
count 1601 // >1600 is Halston method
always_sample off
//max_sample 0.9
nearest_count 12
error_bound 1.2
recursion_limit 2//3
low_error_factor 0.4
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
}
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Thank you for the answers. They helped a lot.
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From: Alain
Subject: Re: Problems with different shadows in the same scene
Date: 28 Jul 2017 22:39:13
Message: <597bf551@news.povray.org>
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Le 17-07-28 à 05:44, gregors a écrit :
> Hello
>
> Every time when I tried to render the scene I've got different results. The
> difference was in the lighting of the scene. In the scene there is only one HDR
> sky_sphere.
>
> I am using official 3.7 build on Windows and unofficial MacOS build 3.7.1.
>
> Is there something I've missed?
>
> Here are two examples of the resulting image: https://ibb.co/gR9VkQ
>
> Here is complete test scene:
>
> #version 3.7;
>
> #include "colors.inc"
> #include "finish.inc"
>
> #default{
> finish{
> ambient 0
> diffuse 1
Not a good idea. A value around 0.6 to 0.8 will give more realist
results.> to }
> }
>
> global_settings {
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.04
Should be smaller, like 0.01 or even 0.005
> count 35
MUCH to small for a pure radiosity scene. Ok in a scene using regular
light_source.
Use at least 75, probably more.
Also, you should try the 2 parameters variation. The second value set a
pool of samples directions. It help reduce artefacts.
try this :
count 160, 5555
>
> nearest_count 5
Maybe a little small.
Take advantage of the adaptive version :
nearest_count 5, 20
> error_bound 1.8
Maybe a little smaller, like 0.9
This is OK when NOT using pure radiosity, but illuminating your scene
with light_source.
> recursion_limit 3
>
> low_error_factor .5
OK, but you may want to try something smaller here also. Good values
range between 0.1 and 0.5
> gray_threshold 0.0 // OK
> minimum_reuse 0.015 // OK
> brightness 1 // OK
>
> adc_bailout 0.01/2 // Probably OK
> }
> }
>
> sky_sphere{
> pigment{
> image_map {
> hdr "..\kitchen_probe.hdr"
Take note that it's a single direction probe. It have a blind spot and
you can see the camera.
> map_type 1
> interpolate 4
> }
> } // end of pigment
> } //end of skysphere -----
>
> // perspective (default) camera
> camera {
> location <0.0, 1.2, -2.0>
> look_at <0.0, 0.5, 0.0>
> right x*image_width/image_height
> }
>
>
> // scene
> sphere{ <0,0,0>, 0.5
> texture{
> pigment{ DimGray }
> finish{ Dull }
> } // end of texture
> translate <0, 0.5, 0>
> }
>
> plane{
> <0,1,0>, 0 hollow // normal vector, distance to zero ----
Why add «hollow»? It have absolutely no effect in this scene.
> texture{
> pigment{ Gray }
> finish{ Dull }
> } // end of texture
> }
>
>
Alain
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Le_Forgeron <jgr### [at] freefr> wrote:
>
> Yet, have you read http://wiki.povray.org/content/HowTo:Use_radiosity ?
>
> Radiosity is not reproducible (there is a lot of randomness in it), you
> need to save & reload radiosity data if you want always the same result
> (such as in animation).
I recently discovered this random light-patch-brightness as well (while
animating my 'city buildings.') I thought it was because I had used the rather
crude default values for radiosity. Saving and reloading the data sounds like a
good idea.
I need to read the up-to-date documentation; haven't done so in a long while.
I don't think I've ever tried using radiosity in an animation, until now.
Thanks for clarifying.
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"omniverse" <omn### [at] charternet> wrote:
>
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.02
> count 1601 // >1600 is Hal(-s)ton method
>
> always_sample off
> //max_sample 0.9
>
> nearest_count 12
> error_bound 1.2
> recursion_limit 2//3
>
> low_error_factor 0.4
> gray_threshold 0.0
> minimum_reuse 0.015
> brightness 1
>
> adc_bailout 0.01/2
> }
Apologies for the spelling mistake. Halton not Halston. A pseudo-randomization,
distributed more evenly.
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