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Manuel Kasten wrote:
> I just rendered me a new background image for my desktop PC. I tried it
> with radiosity, but even with rad_def.inc's Radiosity_Final there were
> artifacts left (and it is still not finished, after 2.5 days). So I
> decided to give MCPov a go and try it unbiased. 10 hours later, this is
> the result.
>
> Original render 1680x1050. About 2000 passes in MCPov in 10h. Levels
> retouched an resized with Gimp. Full size hq image in next message.
>
> Manuel Kasten
Nice render. I remember doing a couple renders of these some time ago. I
can't find the link. It's interesting to see how Pascal's Triangle works
in three dimensions.
If you would like another way to achieve high-quality radiosity in the
official version of POV, I have one that I use sometimes. It's even
faster in some cases. The idea is to add extra virtual radiosity samples
for each surface. I do this by adding a slight surface normal to all the
scene's objects, like so:
#default{ finish{ambient 0} normal{bumps .5 scale .0001} }
You can then get away with lower radiosity settings:
#declare global_illumination = on;
global_settings{
#if(global_illumination=1)
radiosity{
count 30 error_bound .002
nearest_count 1
recursion_limit 1
normal on
brightness 1
gray_threshold 0
adc_bailout 0.1
}
#end
}
Render with high antialising, and it should look fairly smooth:
+a0.03 +am2 +r3
It's good to have more than a couple ways of accomplishing the same thing.
Sam
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