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"Norbert Kern" <nor### [at] t-online de> wrote in message
news:3b27bca3@news.povray.org...
> hi all,
> 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.
Try scattering media. The only reason the sky seems to give off light is because
the atmosphere refracts and scatters the light from the sun, resulting in the
light haze you usually see on the horizon and the blue look of the sky.
I'm not sure what that would do to the render time though.
- Nekar
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