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hi all,
I got many encouraging statements regarding my last posting, thanks a lot.
Furthermore some of you mentioned too uniform textures, too bright or too
dark areas and so on.
Those critics were all right.
Radiosity would be a solution, but is too slow (probably too many objects).
All shadowed points with the same texture have the same brightness with
look like real nature.
The main problem is the sky, which illuminates shadowed parts in nature, but
not in povray (same is true for other raytracers, I think).
There is no such light definition in megapov or povray. But many lights
distributed on the sky should do the same.
The best uniform distribution of points on a sphere is like the 60 points on
buckminsterfullerene (like a football (soccer in U.S.)).
I took those coordinates, deleted the points below the ground (negative y
values.) Then I reduced the 30 lights to the most relevant 11, because with
30 lights test renders were too slow.
Render time is 6 times as high as with fill lights. but the result is much
better.
To speed the test render up, some plants were excluded.
Comments?
Norbert
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