|
![](/i/fill.gif) |
> I don't really understand why it's more preferable to use a bright
> object as a light source for radiosity than using a light_source.
> From my experience, using a light_source gives better lighting faster
> (no need for extreme radiosity settings).
The problem (as far as i understand it) is that he has a classical
light_source, but uses an object with high ambient, to 'materialize' the
light, and this high ambient is causing troubles with radiosity..
Maybe try a 2 pass rendering, first pass to compute the radiosity solution
in a scene without your high ambient objects, radiosity saved in a file.
Then second pass with always sample off, load radiosity from file, and scene
with your bright objects
M
Post a reply to this message
|
![](/i/fill.gif) |