Andrew Coppin wrote:
>
> I'm having to use things like "ambient 10" to get enough
> light in my scene!
Let's say you have a light source simulating a diffuse patch
like in cornell.pov. To make an equivalent ambient source use the
color of the light source multiplied by 2*pi as the object color
with ambient 1 (diffuse 0). Or separate the color and put the
multiplier in ambient term. For the cornell scene that would be 44
so high ambient values are normal.
For a simple test scene these settings will produce roughly equal
quality. Basically use higher count and nearest_count for ambient
sources. These particular settings may not work for your scene.
radiosity{
pretrace_start 0.04
pretrace_end 0.01
error_bound 0.4
#local RecursionLimit=2;
#if(AMBIENT_SOURCE)
count 1600
nearest_count 3
recursion_limit RecursionLimit+1
#else // for equivalent light_source
count 200
nearest_count 1
recursion_limit RecursionLimit
#end
}
_____________
Kari Kivisalo
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