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"Christoph" <chr### [at] switzerlandorg> wrote in message
news:web.3e34e4047108bb888c01fc670@news.povray.org...
> Picture: http://home.tiscalinet.ch/christoph.boos/pov/lam2.png
> File: http://home.tiscalinet.ch/christoph.boos/pov/lam2.pov
>
> Does that mean elements with a 'diffuse' in the finish emit light?
I'd say that, yes. Think of diffuse as the ability to reflect pigments, I
guess. Radiosity acts on the diffuse properties of the texture in a way so
that the color shines, similar to what you see from brightly colored objects
in sunlight when a darker room is surrounding them. More precisely, I guess
you could say it's a reflective thing, not a illumination thing, and
therefore indirect illumination.
> Just 'normal' without any parameter ?
radiosity {
RADIOSITY ITEMS
normal on
}
Sorry I didn't say that before, most such keywords use on/off (boolean)
although not all need it. I believe this one needs it. However, now having
looked at your scene file, I didn't find any normals in the textures.
:-)
If I were better with radiosity myself I could be of more help. I can at
least suggest you might try recursion_limit 2 or 3, not just the 1 you have
in it now. And maybe max_samples could be of some use too,
I got a decent render by lowering diffuse to 0.7 and with the setup below, I
just am not sure what it should look like exactly. Only that your rendering
had a oversaturation.
global_settings {
assumed_gamma 1
ambient_light 0
max_trace_level 15
adc_bailout 1/150
radiosity {
brightness 1.2
pretrace_start 0.08
pretrace_end 0.01
count 150 //
error_bound 0.1
recursion_limit 3
normal on
max_sample 0.8
}
}
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