POV-Ray : Newsgroups : povray.binaries.images : Radiosity: Algorithm vs. Reality : Re: Radiosity: Algorithm vs. Reality Server Time
18 Aug 2024 18:16:53 EDT (-0400)
  Re: Radiosity: Algorithm vs. Reality  
From: news povray org
Date: 20 Mar 2001 10:45:20
Message: <3ab77b10@news.povray.org>
From: "Christoph Hormann" <chr### [at] gmxde>

>
>
> "news.povray.org" wrote:
> > [...]
> > the obvious thing is that the crackles aren't lit by the
environment
> > by radiosity, but only by the sunlight ...
> >
>
> - use 'normal on' in the radiosity block.
Where is this described ?? I've never read this ...

> - it's always better to use real surface distortion (isosurface)
instead
> of normal.  Of course it's much slower.
It's obvios that this will work, but not necessary to give the thing a
little structure ...

> > the second thing, (I'm not sure about this) is that there is this
edge
> > on the sphere, that makes it seem, to be a mirror...
> > In the lower half the sphere is brighter, than the upper half.
It's
> > from the radiosity, reflecting the groundfog-brightness ...
> > But I didn't expect such a sharp edge ... Maybe I'm wrong ...
> >
> > except these things it looks quite beautiful .. (I'think)
> > Because it's short, I've attached the source here ...
> >
>
> Some things that should be changed:
>
> - use finish { ambient 0 } for the sphere
It already has this from GroundTex ...
That's what I learned first: In Radiosity pics objects don't need
Ambient, or they will glow...

> - recursion_limit 3 is really unnecessary for such a simple scene.
1 or
> maybe 2 is perfectly sufficient.  This also avoids the sharp
blue/white
> boundary.
I'd preferred to go even deeper ...

--
background{rgb 1}camera{location<1,5,-2>look_at 0}#macro
m(a,b,i)#local d=(b-a)
/8;#local
e=vcross(d,y);#if(i)m(a-e,a+e+2*d,i-1)m(a+e,a+2*d-e,i-1)m(a+3*d-e,a+e
+3*d,i-1)m(a+3*d-e,a+5*d-e,i-1)m(a+6*d-e,a+e+6*d,i-1)m(a+8*d-e,a+e+8*d
,i-1)#else
cylinder{a,b,vlength(d)/3 pigment{rgb 0}}#end#end m(-4*x,2*x,4) // Jan
Walzer


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