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Am 19.07.2013 20:43, schrieb jceddy:
> Is there any way to get Radiosity to interact with scattering Media?
>
> In the left side of the attached image I have a point light inside a
> media-filled shell and it looks the way I would expect.
>
> On the right side I replace the light with a white sphere with ambient 1 and
> turn on radiosity...in this case the light doesn't interact with the scattering
> media at all.
>
> Is there a way to do it?
What you're trying to do seems to be...
> radiosity {
> pretrace_start 0.08 // start pretrace at this size
> pretrace_end 0.04 // end pretrace at this size
> count 35 //50 //35 // higher -> higher quality
> (1..1600) [35]
> nearest_count 5 //7 //5 // higher -> higher quality (1..10)
> [5]
> error_bound 1.8 // higher -> smoother, less accurate [1.8]
> recursion_limit 3 // how much interreflections are calculated
> (1..5+) [3]
> low_error_factor .5 // reduce error_bound during last pretrace
> step
> gray_threshold 0.0 // increase for weakening colors (0..1) [0]
> minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
> brightness 1 //.75 //.25 //1 // brightness of radiosity
> effects (0..1) [1]
>
> adc_bailout 0.01/2
> normal on // take surface normals into account [off]
> media on // take media into account [off]
... kind of the opposite of this last statement.
"radiosity { media on }" causes light /from/ media (either scattered or
emitted) to be taken into account when computing how much light a
surface receives from sources other than traditional light sources.
If I understand you correctly, then you want POV-Ray to compute how much
light the /media/ receives from sources other than traditional light
sources.
If that is your intention, then the answer to your question is a simple
yet unsatisfactory "No". MCPov might support it (and it should, given
that it doesn't support traditional light sources at all), but I'm not
entirely sure about that.
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