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OK, I tried this :
I changed warp's previous code to add light fading in the light_source
block.
So, that gives :
#version Unofficial MegaPov 0.5;
global_settings
{ ini_option "+QR"
ambient_light .01
radiosity
{ pretrace_start 0.08
pretrace_end 0.02
count 80
nearest_count 5
error_bound 1
recursion_limit 4
low_error_factor .5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1.7
adc_bailout 0.01/2
}
}
camera { location -z*11.9 look_at 0 angle 60 }
light_source
{ 0, 1*10
fade_power 1
fade_distance .21
looks_like
{ box { <-1,0,-1><1,.4,1> pigment { rgb 1 } finish { ambient
.25*4*1000 } }
}
translate y*3.6
}
#macro Wall(Color1, Color2)
box
{ <-4,-4,0><4,4,.1>
pigment
{ boxed color_map
{ [0 Color1][.1 Color1][.1 Color2][.2 Color2][.2 Color1][1 Color1]
}
translate <1,1,0>
warp { repeat x*2 }
warp { repeat y*2 }
}
}
#end
object { Wall(rgb 1, rgb .8) translate z*4 }
object { Wall(rgb 1, rgb .8) rotate y*180 translate -z*12 }
object { Wall(rgb x, rgb x*.8) rotate -y*90 translate -x*4 }
object { Wall(rgb x, rgb x*.8) rotate -y*90 translate -x*4-z*8 }
object { Wall(rgb z, rgb <.3,.3,.8>) rotate y*90 translate x*4 }
object { Wall(rgb z, rgb <.3,.3,.8>) rotate y*90 translate x*4-z*8 }
object { Wall(rgb x+y, rgb (x+y)*.8) rotate -x*90 translate y*4 }
object { Wall(rgb x+y, rgb (x+y)*.8) rotate -x*90 translate y*4-z*8 }
box { <-4,-4,-12><4,-4.1,4> pigment { checker rgb 1, rgb .2 scale .5 } }
box { -1,1 pigment { rgb x+y } rotate y*30 translate <-1.5,-3,-1> }
sphere { <-1.8,-.5,0>, .9 pigment { rgb 1 } finish { specular .3 } }
cylinder
{ 0, y, 1 pigment { rgb <1,.8,.6> }
rotate z*70 rotate y*-20 translate <2.5,-2.5,-1>
}
union
{ torus
{ 1.2, .5
pigment { rgbf <1,1,1,.95> }
finish { specular .5 roughness .02 reflection .2 }
interior { ior 1.5 }
}
cone
{ 0, .7, y*2.5, 0 pigment { rgb y+z } finish { specular .2 }
}
rotate z*65 rotate y*-40 translate <1,-1,2>
}
You can see the resulting image rendered with MegaPoV 0.5 here :
http://perso.wanadoo.fr/albedo/warp_pov.jpg
Then, I replaced the global_settings block by :
global_settings
{
ambient 1/1000
stochastic_global_illumination { samples 300 brightness 0.55 }
}
The rest is unchanged. I implemented my patch in my MegaPoV 0.5 release.
You can see the resulting image rendered with it here :
http://perso.wanadoo.fr/albedo/warp_sgi.jpg
Don't you think there's a bit difference of realism, especially for the
yellow box ?
Try to look at these images successively. It seems to me that the
original radiosity rendering is a bit tasteless compared to my
stochastic radiosity function.
However, the first rendering was twice as fast as the second. But I
don't really know if there's a way to parameter the radiosity { ... }
block to obtain the same results we have easily with the
stochastic_global_illumination function. The main reason is maybe
because algorithms are differents.
What do you think ?
Stephane Marty
- - - - - - - -
Computer Graphics Software
http://perso.wanadoo.fr/albedo
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