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Thanks Alain for the helpful advice, you can be sure I'll give it a go next time
around.
I have to do a few tests and a lot more research into the light dome method. I
have played with an HDR Shop plugin briefly a while back which I think uses a
median cut method, but as it writes a text file as output I am going to have to
find a way to 'massage' that output to POV light source statements. I think I
also remember someone attempted to write an SDL version that does a similar
thing, but if I recall it wasn't very fast.
I'll let you know how it goes anyway. I am still not sure if median cut is the
best way to go since it's better for dividing the distributed ambient (diffuse)
light rather than a few 'representative' bright (specular) light points for
photons.
By the way, did you mean use radiosity instead of the photons, or along-side?
Have you done anything like this before? If so, can you recommend any settings
to use as a guide? Eg good range for error_bound, count and nearest_count
values, etc?
Cheers
sooperFoX
Alain <ele### [at] netscapenet> wrote:
> To have the object just tangent, #declare the knot and use:
> plane{y min_extent.y [your_Pigment]}
> There is no way that a HDR will shoot photons. You can use the lights dome
> method. It replace the HDRI background with numerous lights. You could also
> crank up the radiosity settings.
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