|
![](/i/fill.gif) |
You might want to look at the radiosity tutorial. Your objects need a full
texture, including a finish:
sky_sphere { pigment { rgb 1 } } // Light
sphere { 0,1 texture { pigment { rgb 1 } finish { ambient 0.5 diffuse 1
brilliance 3 } } }
plane { y,-1 texture { pigment { rgb .6 } finish { ambient 0.2 diffuse 1
brilliance 2 } } }
"Hugo Asm" <hua### [at] post3 tele dk> wrote in message
news:3f3178be@news.povray.org...
> Hi folks,
>
> I keep running into a problem with radiosity and I'd like to ask, why it
> behaves that way. Lets say I have a sky_sphere to illuminate a scene like
> this:
>
> sky_sphere { pigment { rgb 1 } } // Light
> sphere { 0,1 pigment { rgb 1 } }
> plane { y,-1 pigment { rgb .6 } }
>
> Now, lets say I want to increase the light, so I set a higher pigment in
> sky_sphere. But no matter how high I go, the scene doesn't turn white....
> Why?
>
> If I increase the pigment in the light-absorbing objects (plane and
sphere)
> it works, and the scene is able to turn white! Also, by setting a higher
> brightness in the radiosity block, I can get more light in the scene..
BUT..
> After much experimentation it seems, I am limited when objects can't
really
> emit light with strength above 1.. Somewhere the value is clipped and I
> don't understand why.
>
> It's not due to "max_sample" in the radiosity block that is turned off by
> default.
>
> Best regards,
> Hugo
>
>
Post a reply to this message
|
![](/i/fill.gif) |