|
|
> I have been working on a scene modeling the bar and glassware cabinet in the
> corner of my living room. When testing the addition of new elements to this
> scene I render it at various anti-alias levels with radiosity turned off, and
> I'm pretty happy with it.
>
> When I turn radiosity on (using Rad_Settings(Radiosity_IndoorLQ, off, off)), I
> get all of these extra highlight spots on the curtains, the rug, and the frames
> around the window. I verified that if I leave the glasses out of the cabinet,
> those highlights disappear, so I'm pretty sure it has something to do with the
> reflective glass surfaces interacting with radiosity.
>
> The problem is that I'm not sure how to fix this. The typical finish on the
> glassware is something like this:
>
> finish {
> specular albedo 0.05
> roughness 0.0005
> reflection {
> 0.1
> fresnel
> }
> conserve_energy
> }
>
> and the interior:
>
> interior {
> ior 1.6
> caustics 1.0
> fade_distance 2*Hurricane_glass_base_radius
> fade_power 1001
> }
>
> There is a sun-based light-source outside of the room, but it is positioned such
> that it is probably not adding any highlights to the scene. The lamp on the bar
> itself is very low power, but does have an emission value in the finish of the
> lampshade. The main light source is a cluster of 4 bulbs, each modeled as a 2x2
> area light behind, above, and to the left of the camera.
Should be at least 5x5, preferably 9x9, with adaptive 0.
>
> Any thoughts on what I am doing wrong that is causing these to appear? No
> matter how bright a light I add to the actual room, I do not see these
> highlights on the curtains or the rug.
>
> Thanks,
>
> -- Chris R.
>
I often see similar highlights IRL. So, they look natural.
Whenever you have reflective or refractive surfaces in a radiosity
scene, they act the same way photons do : Cause highlights and caustics.
The mechanism causing them is different, but the end result can be similar.
Post a reply to this message
|
|