POV-Ray : Newsgroups : povray.general : GI: Comparison between POV-Ray and Mental Ray - sth wrong with Radiosity? : GI: Comparison between POV-Ray and Mental Ray - sth wrong with Radiosity? Server Time
31 Jul 2024 02:19:12 EDT (-0400)
  GI: Comparison between POV-Ray and Mental Ray - sth wrong with Radiosity?  
From: borix
Date: 24 Dec 2007 16:35:00
Message: <web.477024e6347d869e31c93c6c0@news.povray.org>
Hello,

I created a simple scene with sphere inside a room and rendered this with

1) POV-Ray
2) Mental Ray

These are the results:

1) http://www.theoinf.de/pp/test_pov.png
2) http://www.theoinf.de/pp/test_mr.png

I used radiosity with default settings for POV-Ray and photon mapping for Mental
Ray (10000 photons). Light attenuation follows an inverse-square-rule in both
settings (POV-Ray: fade_power 2, Mental Ray: photometric light, 700 cd). All
material is 50% grey and 100% diffuse.

The image generated by POV-Ray looks less realistic than the one made by
Mental-Ray. I was not able to improve realism by tweaking radiosity settings.

In theory, radiosity should work as well as photon mapping in this scene. Is
there a way to get better results with POV-Ray?

My POV-Ray code is below.

-Boris

---------------------------------------------------------------------------

#include "colors.inc"

global_settings {
  radiosity {}
}

camera {
  location <0, 1, -4>
  look_at  <0, 1,  0>
  angle 75
}

light_source {
  <1, 4, 0>
  color 0.5*White
  fade_distance 30
  fade_power 2
}


// Scene

sphere {
  <0, 1, 0>, 1
  texture {pigment {color rgb<0.5, 0.5, 0.5>}}
  finish {diffuse 1 ambient 0}
}

box {
  <-5, 0, -5>, < 5, 5,  5>
  texture {pigment {color rgb<0.5, 0.5, 0.5>}}
  finish {diffuse 1 ambient 0}
  inverse
}


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