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On 10-1-2014 9:59, Ive wrote:
> Am 10.01.2014 09:21, schrieb Thomas de Groot:
>> 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.
You confirm my own guess. I am going to process the walls and pillars
objects in Silo.
>
>
>> 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.
Good idea. I didn't think of that possibility.
> 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.
I put in that low adc_bailout in preparation to the photons/caustics
generation, as Christoph suggested earlier in this thread. I am a newbie
as far as this is concerned.
Thomas
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