POV-Ray : Newsgroups : povray.binaries.images : Radiosity and scattering media. : Radiosity and scattering media. Server Time
5 Nov 2024 10:20:52 EST (-0500)
  Radiosity and scattering media.  
From: Bruno Cabasson
Date: 12 Sep 2007 08:05:01
Message: <web.46e7d537f833d28de8ba46670@news.povray.org>
Hi all!

I have a concern with radiosity and scattering media. I tried to find
previous info on this topic but did not get a clear answer. In a
full-radiosity scene, does scattering media react (= 'shine') to radiosity
rays? According to the following scene it appears not, and only the
extincion effect is visible, not the scattering itself.

Thanks for enlighting me!

#include "colors.inc"

#declare Radiosity=on;

global_settings {
  assumed_gamma 1.0
  max_trace_level 25
  #if (Radiosity)
    radiosity {
      pretrace_start 0.04           // start pretrace at this size
      pretrace_end   0.01           // end pretrace at this size
      count 100                      // higher -> higher quality (1..1600)
[35]
      nearest_count 5               // higher -> higher quality (1..10) [5]
      error_bound 0.6               // higher -> smoother, less accurate
[1.8]
      recursion_limit 3             // how much interreflections are
calculated (1..5+) [3]
      low_error_factor .5           // reduce error_bound during last
pretrace step
      gray_threshold 0.0            // increase for weakening colors (0..1)
[0]
      minimum_reuse 0.015           // reuse of old radiosity samples
[0.015]
      brightness 1                  // brightness of radiosity effects
(0..1) [1]

      adc_bailout 0.01/2
      normal on                   // take surface normals into account [off]
      media on                    // take media into account [off]
    }
  #end
}

#default {
  texture {
    pigment {rgb 1}
    #if (Radiosity)
      finish {
        ambient 0.0
        diffuse 0.6
        specular 0.3
      }
    #else
      finish {
        ambient 0.1
        diffuse 0.6
        specular 0.3
      }
    #end
  }
}

// ----------------------------------------

camera {
  right x*image_width/image_height
  angle 50
  location  0
  look_at   z
  rotate 10*x
  translate <0,0.75,-4>
}


sky_sphere {pigment {White}}

// ----------------------------------------

plane {y, -1 pigment {color 0.5*White}}

box
{
  -0.5, 0.5
  hollow
  pigment {rgbt 1}
  interior
  {
    ior 1.05
    media
    {
        scattering {1, 2}
    }
  }
  rotate -15*x + 30*y
}


Bruno


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