POV-Ray : Newsgroups : povray.binaries.images : Ambient occlusion experiment : Re: Ambient occlusion experiment Server Time
2 Aug 2024 20:16:01 EDT (-0400)
  Re: Ambient occlusion experiment  
From: Veggiet
Date: 13 Jul 2007 10:50:52
Message: <4697914c@news.povray.org>
AO is sounding really really good, especially as a per-object pattern 
function. Dust and shadows would be a realistic use for this, but there are 
other thing that could be done with this to color the serface. It could be 
used to apply grout on tiles, or some strange effect on an alien planet. 
Keep up the good work!

"Gilles Tran" <tra### [at] inapgfr> wrote in message 
news:46961491$1@news.povray.org...

> web.468ea5ce94b248557d55e4a40@news.povray.org...
>
>> Apart from cleverer image-space sampling, damn them, I notice that many
>> other AO implementations allow you to set a maximum search distance 
>> beyond
>> which an AO object will not respond to other objects. Do you use this
>> feature?
>
> Definitely. There are other AO features to consider, basically those that 
> help to control the spread (linear, exponential...) and contrast of the 
> "shadowing". Again, keep in mind that when one uses AO as a (per object) 
> shader, these features are quite mandatory. For instance, AO with a small 
> spread and search distance (and low sampling) will be used on small 
> objects (like a door handle) to give them a patina/dirt effect while AO 
> with a larger spread and search distance will be used for walls to get 
> proper corner shadowing and smooth/hide the radiosity artefacts that tend 
> to crop up in corners.
>
> G.
>


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