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[To avoid a beating, I state here and now for the benefit of anyone it might
concern that I fully understand that radiosity in 3.7 is alpha quality only. I
will not respond to comments that do nothing but point this out. I'm doing
nothing but investigating the only major issue I've found with it in my
renders. It's not as if I've shot your dog. Ta]
stbenge <stb### [at] hotmailcom> wrote:
> Tracking down the reason, I concluded that the main contributing factor
> was surely the application of a UV-mapped texture. Removal of said
> surface with the application of a cheap substitute brought radiosity
> back in full force. It's a quick fix which leaves me without the benefit
> of conforming UV-mapped textures.
I wonder if it's connected with the apparent radiosity/UV-mapping problem
apparently demonstrated by the appended scene. I had a problem with polygons in
uv-mapped meshes seemingly being illuminated by ambient light sources even when
they should be shadowed.
After some work I found that this particular problem at least is not
mesh-specific, and in the scene below you can see that the inner, ambient green
sphere, is (according to 3.7 radiosity) managing to illuminate the exterior
surface of the outer, diffuse-shaded sphere.
It only happens (that I've found) if you place the uv_mapping keyword outside
the pigment/normal definition. If, in the scene below, you comment out the
existing uv_mapping line and uncomment the uv_mapping line in the pigment, you
get a UV-mapped pigment but without the radiosity artefacts.
I am investigating in the code but have not had much time; so far all I've found
is that the UV mapping for texture and for pigment get evaluated in different
places in the code (surprise! no) and that they probably end up producing
different perturbed points at which radiosity is sampled. I have not had time
yet to work out whether this actually means anything.
Tom
///////////////////////// SDL BEGIN
sphere {
0, 1
texture {
pigment { green 1 }
finish { ambient 1 diffuse 0 }
}
}
sphere {
0, 1.5
texture {
uv_mapping
pigment {
// uv_mapping
checker scale 0.1
}
finish { ambient 0 diffuse 1 }
}
}
radiosity {}
camera {
location 5*z
look_at 0*z
}
///////////////////////// SDL END
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