POV-Ray : Newsgroups : povray.binaries.images : Multi-pass rendering and compositing in POV-Ray : Re: Multi-pass rendering and compositing in POV-Ray Server Time
31 Jul 2024 00:32:39 EDT (-0400)
  Re: Multi-pass rendering and compositing in POV-Ray  
From: clipka
Date: 12 Mar 2011 03:17:52
Message: <4d7b2c30$1@news.povray.org>
Am 11.03.2011 11:30, schrieb nemesis:
> clipka<ano### [at] anonymousorg>  wrote:
>> Am 09.03.2011 17:09, schrieb nemesis:
>> The multipass approach
>> has its limitations; for instance. AO breaks down for indoor scenes.
>
> Only because its not true AO, just radiosity under an overcast sky. ;)

So what /is/ true AO? From the little I know it is an effect limited to 
a single object, to account for self-shadowing to some degree. Which is 
not needed in POV-Ray in the first place as it supports self-shadowing 
out of the box - not to mention that the distinction between self- and 
non-self shadowing would open up some definition problem as soon as CSG 
enters the scene).

> It's used in a bunch of radiosity HOF scenes to handle reflections without using
> exponentially increased rendertimes and more radiosity artifacts (at least for
> older radiosity)...

Yup, 3.6 radiosity was indeed prone to artifacts when reflections were 
involved, and those artifacts were virtually impossible to get rid of. 
No such problem in 3.7 anymore, and the new radiosity importance 
mechanism may be another useful tool to reduce render times in scenes 
with much reflection.

> Also, it's not like as if povray wants to be a physically-based unbiased and
> slow raytracer, is it?

Well, if /I/ am asked, I'd want POV-Ray to become a physically-based 
unbiased and /fast/ raytracer :-P


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