POV-Ray : Newsgroups : povray.unofficial.patches : Radiosity: 10.2.3. distance_maximum is automatically computed : Re: Radiosity: 10.2.3. distance_maximum is automatically computed Server Time
1 Sep 2024 18:17:25 EDT (-0400)
  Re: Radiosity: 10.2.3. distance_maximum is automatically computed  
From: Tom Melly
Date: 19 Jan 2001 09:39:56
Message: <3a6851bc$1@news.povray.org>
"Greg M. Johnson" <gre### [at] my-dejanewscom> 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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