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Am 10.01.2014 09:21, schrieb Thomas de Groot:
> I agree about the light levels but I don't know how to compensate that
> other than by an additional light (I don't like) or by a stronger light
> maybe (I shall try). However, I personally like this and my impression
> is that this is a /natural/ situation. Comments welcome.
>
I think the shadowed parts do look perfectly right.
> The bright dots are still a problem indeed. They are also present in
> Christoph's image. I wonder if this is not light leaking along mesh
> edges....
>
It is light leaking and it gets even worse when using higher quality
(i.e. lower error_bound) settings. I guess the only solution is to
remodel the room and give the walls and the ceiling some real thickness,
thats what I did. As with CSG where it is a good idea to let walls and
ceiling overlap.
> presently, radiosity settings are:
>
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.004
> count 500, 1000
> nearest_count 10, 5
> error_bound 1
> recursion_limit 4
> low_error_factor 0.3
> gray_threshold 0.0
> minimum_reuse 0.015
> maximum_reuse 0.1
> brightness 1
> adc_bailout 1/100000
> normal on
> media off
> always_sample off
> //max_sample 1.0
> }
>
When you add no_radiosity to all window/door glasses you'll get away
with 2 recursions and faster render speed - without any visual impact.
And I'm not sure about this low adc_bailout within the radiosity block,
if such low value is needed shouldn't it go into the global settings
block itself - to keep the photons visible?
Maybe Christoph can shed some light on this.
-Ive
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