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news:3j4### [at] triton imagico de...
> It depends on what kind of results you want. The aim of any radiosity
> algorithm should be to converge to the correct solution if you increase
> the quality settings. How it looks in a fast render much depends on the
> settings in POV-Ray. To me it seems the default settings usually lead
> to a fairly uniform result, meaning the artefacts have similar intensity
> in all parts of the scene.
To be fair, POV-Ray default radiosity usually tend to work wonders and when
the scenes are messy enough, once can get away with very low quality values.
It's only in a few cases like this is that the radiosity problem seems
harder to solve for POV-Ray. This is why I tested C4D on this, as one of my
reasons for turning to C4D is indeed to be able to render complex interior
scenes for which I couldn't find a viable (timewise/memorywise) solution in
POV-Ray. Of course, there will be horrible trade-offs that I'm not aware of
yet in C4D but then I still have POV-Ray ;-)
> If you turn on always_sample you will see that the artefacts are
> slightly diminished (esp. lower right corner) but the render time is
> increased by more than 50% (28846 instead of 21738 samples)
What seems certain now is that both POV-Ray and C4D use the same basic
algorithm. C4D also has an "always_sample off" option (didn't try it). What
it doesn't have is the equivalent of mosaic preview (it's always like a
pixel per pixel pretrace). It does have, when the quality is high, a lag
time before the pretrace starts (POV-Ray does this too). It can do partial
radiosity renders (in the modelling view only - POV is much more flexible
when it comes to partial renderings, but I'll explain more when I know C4D
enough to make educated comparisons). I'm not sure how far these comparisons
can go anyway, because part of the speed difference could very well be
explained not by a faster radiosity algorithm, but simply by the use of scan
line.
G.
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