POV-Ray : Newsgroups : povray.unofficial.patches : Re: Stochastic Radiosity Patch for PoV 3.1g : Re: Stochastic Radiosity Patch for PoV 3.1g Server Time
2 Sep 2024 04:13:58 EDT (-0400)
  Re: Stochastic Radiosity Patch for PoV 3.1g  
From: Stephane Marty
Date: 29 May 2000 13:55:43
Message: <3932AE5B.4F71@wanadoo.fr>
Warp wrote:
> 
>   I'm sorry but I can't see _any_ difference in the yellow box, no matter
> how carefully I look.

What about the shading of the yellow box ?

>   Well, in the right face, near the floor, I can see a couple of blotchy
> spots which are missing in the megapov image. I can't say that these
> blotchy spots are very realistic. They are probably caused by the low
> sampling amount (300 if I remember right?).
> 
>   Instead, there's a big difference in the white wall. In the megapov version
> it's quite well lit, with a reddish tint at the left side and a blueish tint
> at the right side. Looks quite good to me.
>   However, in the second image created by your patch this wall is pretty dark
> and there's no visible color bleeding from the colored side walls.
>   I have to say that I like more the megapov version of this wall. It just
> looks better, and in my opinion more realistic.
>   I think I know what's the problem: What's the recursion level of your
> algorithm?

2.

>   I would like to see bigger versions of these images. For example 640x480.
> And antialiased.
> 
> : However, the first rendering was twice as fast as the second.
> 
>   Well, this is another advantage of the megapov version. I suppose that if
> you had used antialiasing the speed difference might have been even bigger.

Well, what is clear to me is that your opinion is a bit influenced by
something I don't understand.
Too bad.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.