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"Greg M. Johnson" <gre### [at] my-dejanews com> wrote in message
news:3A6831F8.99A66548@my-dejanews.com...
>
> My first tweaks at coding suggest that there's not much "interior light"
> making it to the next building. Any ways around this? Is it possible
> that the change above 10.2.3 made some rooms better but limited
> applicability of radiosity to certain scenarios? Sorry if that's an
> ornery question......
>
Funnily enough, I've been playing with this problem and have a solution that
seems to work. It's a kludge and will no doubt offend any radiosity purists,
but what the hell.
Add a low "assumed_gamma" setting to your global block (1/2 seems pretty
good). For an example, try rendering the following code:
#version unofficial MegaPov 0.6;
#include "colors.inc"
global_settings{
assumed_gamma 1/2
ambient_light 0
ini_option "+QR"
radiosity{
pretrace_start 0.08
pretrace_end 0.02
count 150 //300
nearest_count 10
error_bound 1
recursion_limit 2
low_error_factor 1/2
gray_threshold 0.5
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/1
}
}
camera{location <35.0, 60.0, -100.0> look_at <0.0, 10.0, 0.0>}
light_source{ <0,0,0> color rgb<1,1,1/2>*0.75 translate y*35}
difference{
cylinder{0, y*50, 10}
cylinder{0, y*50, 10 scale 0.9}
cylinder{y*25, <12,25,0>, 2}
pigment{White}
}
cylinder{0, y*50, 10 translate x*40 pigment{White}}
cylinder{0, y*50, 10 translate z*50 pigment{White}}
sphere{0,10 translate<-20,10,-30> pigment{White}}
plane{y, 0 pigment{White}}
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