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26 Apr 2024 23:36:17 EDT (-0400)
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From: Todd Carnes
Subject: Re: Radiosity example
Date: 23 Jun 2013 12:00:15
Message: <51c71b8f$1@news.povray.org>
On 11/8/2012 8:20 AM, clipka wrote:
> A side effect of radiosity is that you /can/ also get illumination from
> a sky sphere or background (this is automatic), and even objects (this
> requires a suitable finish setting; previously this could be done by
> using a non-zero "ambient" finish term, but this was originally just a
> hack and has always been troublesome, so as of POV-Ray 3.7 the new
> "emission" term needs to be used instead).

I'm sure that "under-the-hood" emission probably works differently from
ambient, but from where I'm standing it looks like all they did was
trade one word for another.

Todd


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From: Alain
Subject: Re: Radiosity example
Date: 24 Jun 2013 13:46:53
Message: <51c8860d@news.povray.org>

> On 11/8/2012 8:20 AM, clipka wrote:
>> A side effect of radiosity is that you /can/ also get illumination from
>> a sky sphere or background (this is automatic), and even objects (this
>> requires a suitable finish setting; previously this could be done by
>> using a non-zero "ambient" finish term, but this was originally just a
>> hack and has always been troublesome, so as of POV-Ray 3.7 the new
>> "emission" term needs to be used instead).
>
> I'm sure that "under-the-hood" emission probably works differently from
> ambient, but from where I'm standing it looks like all they did was
> trade one word for another.
>
> Todd
>

They look the same, but there is a big difference:
When radiosity is turned on, all ambient to turned off.


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From: clipka
Subject: Re: Radiosity example
Date: 16 Jul 2013 15:47:34
Message: <51e5a356$1@news.povray.org>
Am 20.06.2013 09:06, schrieb Thomas de Groot:
> Musing...
>
> It is not a /bug/ strictly speaking, as the scene renders correctly in
> its original state, without the radiosity block. The reason is
> adequately described in the wiki Docs (section 1.3.5.3.2).
>
> However, it is something to remain aware of when building scenes from
> pre-defined ones.

Actually, the most important thing to remain aware of when dealing with 
older scenes is to make sure that the scene begins with a

   #version ...

statement. Normally this should make everything else fall into place 
automatically.


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From: clipka
Subject: Re: Radiosity example
Date: 16 Jul 2013 16:25:34
Message: <51e5ac3e$1@news.povray.org>
Am 23.06.2013 18:00, schrieb Todd Carnes:
> On 11/8/2012 8:20 AM, clipka wrote:
>> A side effect of radiosity is that you /can/ also get illumination from
>> a sky sphere or background (this is automatic), and even objects (this
>> requires a suitable finish setting; previously this could be done by
>> using a non-zero "ambient" finish term, but this was originally just a
>> hack and has always been troublesome, so as of POV-Ray 3.7 the new
>> "emission" term needs to be used instead).
>
> I'm sure that "under-the-hood" emission probably works differently from
> ambient, but from where I'm standing it looks like all they did was
> trade one word for another.

"They" was me, and there is a fundamental reason why the change was made.

The original intention of the "ambient" term was to provide a means to 
(very roughly) approximate what the radiosity feature is doing at much 
more computational costs: The light that an object is receiving 
indirectly from other objects (IOW ambient illumination, hence the name 
of the parameter) and reflecting back diffusely.

(Here's already an initial flaw that has /not/ been tackled yet: How 
much ambient light an object reflects in this way obviously does not 
only depend on the material properties, but also on how much ambient 
light the object is receiving in the first place, which in turn depends 
on the geometry of the scene; making the ambient term a part of the 
material settings is therefore a questionable decision, and some future 
revsion of the SDL - say, some POV-Ray 4.0 SDL - should correct it.)

Users of course found out that this "ambient" term also provided a means 
to let objects appear to be glowing - which became even more exciting 
when the radiosity feature was added.

Unfortunately, this dual use of the "ambient" term led to a conflicting 
situation: While a non-radiosity scene would need all materials to have 
a non-zero "ambient" term (and a non-zero ambient_light setting) to look 
reasonably ok, a radiosity scene would need all non-glowing materials to 
have a zero "ambient" term (or to have ambient_light be zero, but this 
would prevent the simulation of glowing objects entirely). So you'd 
essentially need two versions of each material: One for non-radiosity 
scenes, and one for radiosity scenes.

The introduction of the "emission" setting solves this conflict, by 
providing different knobs for each of the purposes "ambient" had come to 
be used for: The "ambient" setting can now be used without limitations 
to simulate the effect of indirect light in non-radiosity scenes, 
without undesired side effects in radiosity scenes (as it is turned off 
entirely there, being replaced by the radiosity mechanism); at the same 
time, glowing materials can now be modeled without limitations using the 
"emission" setting instead, as it is available in both radiosity and 
non-radiosity scenes.

(As a side note, another - albeit less important - difference is that 
the "emission" setting is insensitive to the ambient_light parameter.)


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From: Todd Carnes
Subject: Re: Radiosity example
Date: 16 Jul 2013 20:41:24
Message: <51e5e834$1@news.povray.org>
On 7/16/2013 4:25 PM, clipka wrote:
> Am 23.06.2013 18:00, schrieb Todd Carnes:
>> On 11/8/2012 8:20 AM, clipka wrote:
>>> A side effect of radiosity is that you /can/ also get illumination from
>>> a sky sphere or background (this is automatic), and even objects (this
>>> requires a suitable finish setting; previously this could be done by
>>> using a non-zero "ambient" finish term, but this was originally just a
>>> hack and has always been troublesome, so as of POV-Ray 3.7 the new
>>> "emission" term needs to be used instead).
>>
>> I'm sure that "under-the-hood" emission probably works differently from
>> ambient, but from where I'm standing it looks like all they did was
>> trade one word for another.
> 
> "They" was me, and there is a fundamental reason why the change was made.
> 
> The original intention of the "ambient" term was to provide a means to
> (very roughly) approximate what the radiosity feature is doing at much
> more computational costs: The light that an object is receiving
> indirectly from other objects (IOW ambient illumination, hence the name
> of the parameter) and reflecting back diffusely.
> 
> (Here's already an initial flaw that has /not/ been tackled yet: How
> much ambient light an object reflects in this way obviously does not
> only depend on the material properties, but also on how much ambient
> light the object is receiving in the first place, which in turn depends
> on the geometry of the scene; making the ambient term a part of the
> material settings is therefore a questionable decision, and some future
> revsion of the SDL - say, some POV-Ray 4.0 SDL - should correct it.)
> 
> Users of course found out that this "ambient" term also provided a means
> to let objects appear to be glowing - which became even more exciting
> when the radiosity feature was added.
> 
> Unfortunately, this dual use of the "ambient" term led to a conflicting
> situation: While a non-radiosity scene would need all materials to have
> a non-zero "ambient" term (and a non-zero ambient_light setting) to look
> reasonably ok, a radiosity scene would need all non-glowing materials to
> have a zero "ambient" term (or to have ambient_light be zero, but this
> would prevent the simulation of glowing objects entirely). So you'd
> essentially need two versions of each material: One for non-radiosity
> scenes, and one for radiosity scenes.
> 
> The introduction of the "emission" setting solves this conflict, by
> providing different knobs for each of the purposes "ambient" had come to
> be used for: The "ambient" setting can now be used without limitations
> to simulate the effect of indirect light in non-radiosity scenes,
> without undesired side effects in radiosity scenes (as it is turned off
> entirely there, being replaced by the radiosity mechanism); at the same
> time, glowing materials can now be modeled without limitations using the
> "emission" setting instead, as it is available in both radiosity and
> non-radiosity scenes.
> 
> (As a side note, another - albeit less important - difference is that
> the "emission" setting is insensitive to the ambient_light parameter.)
> 

Thank you for the very detailed explanation. I've learned a lot from it. :)

Todd


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