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> I think I know what it is.. If you want to know.. It's 2 things: The
light
> and the reflection.. Raytraced lights comes from an infinite small point,
> and that's not realistic...
Depends on the case... for some things, it's perfectly feasible, like light
sources that are reeeeally far away.
> Look at the window next to you: The light enters
> the room from ALL the window; from the upper
> left corner to the lower right corner, although there
> might be an angle where the light is most intense
How did you know I have a window next to me? <looks around for spy cameras>
> Area_lights in Pov only makes the shadows
> soft; they don't change the light itself.
Yeah, I know.
> Second thing is the reflection on the plastic. You use the specular
keyword.
> That's actually a shortcut for blurred reflection.
For a shortcut, it's quite accurate. Blinn would be preferable, but this
ain't MegaPOV. I actually think it's the bumpiness of the surface. It's too
smooth in the rendering.
> and by using Jaime Vives trick of a 2-pass rendering.
Kari Kivisalo's trick (again!), actually... It was developed when (IIRC) JRG
had some trouble with a glass object.
> Radiosity won't help the scene if there are no walls.
Oh, yes, it will... Light bounces between the plane the object(s).
> Jaime's light macro won't help if there are
> only small objects in the scene.
Although it's best for closed environments, it made a nice difference on my
exterior scene.
> I hope this will help you.. Maybe you
> knew this already, but some people
> probably does not.
Yep. Thanks anyway.
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