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Dear all,
I started rendering a simple scene with the Radiosity this week.
Would it be possible to apply both the Radiosity and the Photon mapping at
the same scene, for example, a scene comprising an almost transparent glass
cylinder on top of a reflecting plastic gray floor?
If possible, how would I change the global_settings?
The samples I tried below did not work well enough.
Any comments would be welcome!
-------Part of my First try -----
//-------------------------------------------
// radiosity test together with PHOTON Mapping
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 0.5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
}
//------------------------------------------------
#declare Photons=on;
global_settings {
assumed_gamma 1.0
max_trace_level 50
#if (Photons) // global photon block
photons {
spacing 0.01 // specify the density of photons
//count 100000 // alternatively use a total number of
photons
//gather min, max // amount of photons gathered during
render [20, 100]
//media max_steps [,factor] // media photons
//jitter 1.0 // jitter phor photon rays
//max_trace_level 5 // optional separate max_trace_level
//adc_bailout 1/255 // see global adc_bailout
//save_file "filename" // save photons to file
//load_file "filename" // load photons from file
//autostop 0 // photon autostop option
//radius 10 // manually specified search radius
// (---Adaptive Search Radius---)
//steps 1
//expand_thresholds 0.2, 40
}
#end
}
// ----------------------------------------
#declare M_Glass= // Glass material
material {
texture {
pigment {rgbt 1}
finish {
ambient 0.0
diffuse 0.09
specular 0.50
roughness 0.013
reflection {
0.05, 1.0
fresnel on
}
conserve_energy
}
}
interior {
ior 1.50
fade_power 100
fade_distance 0.9
fade_color <0.5,0.8,0.6>
}
}
// Light1
light_source {
<27.2831, 56.2092, 50.7291>
color rgb <1, 1, 1> *1.2
photons { // photon block for a light source
refraction on
reflection on
}
}
//
light_source {
<-14.943, 29.7022, 16.4799>
color rgb <1, 1, 1> *1.15
photons { // photon block for a light source
refraction on
reflection on
}
}
..... deleted ...
object { Object1 material { M_Glass}
photons { // photon block for an object
target 1.0
refraction on
reflection on
collect off
}
}
..... deleted ...
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