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i was just playing around with radiocity on a nice lil image and it's
supposed ot have nice smooth gold and such but i end up with weird hot
spots and the gold looks like it's a poorly compressed jpg!!! this is
cool but not what i want :) you can see the nifty image which has a
neeto animation option i'll show every one later after i get it fixed
can you help me with fixing this? excuse my messy hose head code it
looks worse the lower the trace level
global_settings { max_trace_level 4000 radiosity {
error_bound 1
distance_maximum 3
}}
#include "all.inc"
camera {
location <0,0,-12>
look_at <0,0,0>
orthographic
}
light_source{<0,0,-15> color rgb <0.95,0.95,0.95,>fade_distance 5
fade_power 0.25}
// textures ----------------------------------------------
#declare Metal1 = texture {
pigment {color rgb <1,0.843,0>}
finish {phong 0.3 specular 0.4 reflection 0.2 roughness 0.35}
}
#declare Wire1 = texture {
pigment {color rgb <0.291,0.291,0.299>}
finish {phong 0.3 specular 0.4 roughness 0.35 reflection 0.4}
}
/*
superellipsoid{<0.25,0.25>
texture {Wire1}
scale <7.25,1.15,1>
translate y*0
}
*/
box {
<5.5,0.95,0.95>
<-5.5,-0.95,-0.95>
texture {Wire1}
}
#declare LED = texture {
pigment {color rgb <0.6,0,0> transmit 0.3}
finish {phong 0.7 reflection 0.4 }//ambient 0.6}
}
sphere {<-5.5,0,0>, 0.95
texture {Wire1}}
sphere {<5.5,0,0>, 0.95
texture {Wire1}}
#declare pipe1 = cylinder {<-5.5,1.25,0> <-5.5,-1.25,0> 0.5 texture
{Wire1}}
object{pipe1 translate x*0}
object{pipe1 translate x*1}
object{pipe1 translate x*2}
object{pipe1 translate x*3}
object{pipe1 translate x*4}
object{pipe1 translate x*5}
object{pipe1 translate x*6}
object{pipe1 translate x*7}
object{pipe1 translate x*8}
object{pipe1 translate x*9}
object{pipe1 translate x*10}
object{pipe1 translate x*11}
torus{1.25,0.3
texture {Metal1}
rotate z*90
translate x*5.5
}
torus{1.25,0.3
texture {Metal1}
rotate z*90
translate x*-5.5
}
#declare hpipe = cylinder {<-5.5,1.25,0> <5.5,1.25,0> 0.2 texture
{Metal1}}
#declare hpipe2 = cylinder {<-5.5,-1.25,0> <5.5,-1.25,0> 0.2 texture
{Metal1}}
object {hpipe rotate x*0}
object {hpipe rotate x*-45}
object {hpipe rotate x*180}
object {hpipe rotate x*-135}
#declare tr = torus{1.5,0.2
texture {LED}
rotate z*90
translate x*5.5
}
#declare tl = torus{1.5,0.2
texture {LED}
rotate z*90
translate x*-5.5
}
//light_source{<5.5,0,-1.51> color rgb <0.55,0,0,>
looks_like{tr}fade_distance 3 fade_power 0.65}
//light_source{<-5.5,0,-1.51> color rgb <0.55,0,0,>
looks_like{tl}fade_distance 3 fade_power 0.65}
torus{1.5,0.1
texture {LED}
rotate z*90
translate x*5.5
}
torus{1.5,0.1
texture {LED}
rotate z*90
translate x*-5.5
}
Post a reply to this message
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I'm going to take a look at this a bit later myself. First thing I
thought about was that 'orthographic' camera. Radiosity relies pretty
much on distances and field of views I believe.
Actually the really first thing I saw was that 'error_bound 1' and lack
of a 'count' in there :)
Noah A wrote:
>
> i was just playing around with radiocity on a nice lil image and it's
> supposed ot have nice smooth gold and such but i end up with weird hot
> spots and the gold looks like it's a poorly compressed jpg!!! this is
> cool but not what i want :) you can see the nifty image which has a
> neeto animation option i'll show every one later after i get it fixed
> can you help me with fixing this? excuse my messy hose head code it
> looks worse the lower the trace level
>
> global_settings { max_trace_level 4000 radiosity {
> error_bound 1
> distance_maximum 3
> }}
> #include "all.inc"
> camera {
> location <0,0,-12>
> look_at <0,0,0>
> orthographic
> }
>
> light_source{<0,0,-15> color rgb <0.95,0.95,0.95,>fade_distance 5
> fade_power 0.25}
>
> // textures ----------------------------------------------
> #declare Metal1 = texture {
> pigment {color rgb <1,0.843,0>}
> finish {phong 0.3 specular 0.4 reflection 0.2 roughness 0.35}
> }
>
> #declare Wire1 = texture {
> pigment {color rgb <0.291,0.291,0.299>}
> finish {phong 0.3 specular 0.4 roughness 0.35 reflection 0.4}
> }
> /*
> superellipsoid{<0.25,0.25>
> texture {Wire1}
> scale <7.25,1.15,1>
> translate y*0
> }
> */
> box {
> <5.5,0.95,0.95>
> <-5.5,-0.95,-0.95>
>
> texture {Wire1}
> }
> #declare LED = texture {
> pigment {color rgb <0.6,0,0> transmit 0.3}
> finish {phong 0.7 reflection 0.4 }//ambient 0.6}
> }
>
> sphere {<-5.5,0,0>, 0.95
> texture {Wire1}}
> sphere {<5.5,0,0>, 0.95
> texture {Wire1}}
>
> #declare pipe1 = cylinder {<-5.5,1.25,0> <-5.5,-1.25,0> 0.5 texture
> {Wire1}}
>
> object{pipe1 translate x*0}
> object{pipe1 translate x*1}
> object{pipe1 translate x*2}
> object{pipe1 translate x*3}
> object{pipe1 translate x*4}
> object{pipe1 translate x*5}
>
> object{pipe1 translate x*6}
> object{pipe1 translate x*7}
> object{pipe1 translate x*8}
> object{pipe1 translate x*9}
> object{pipe1 translate x*10}
> object{pipe1 translate x*11}
>
> torus{1.25,0.3
> texture {Metal1}
> rotate z*90
> translate x*5.5
> }
>
> torus{1.25,0.3
> texture {Metal1}
> rotate z*90
> translate x*-5.5
> }
> #declare hpipe = cylinder {<-5.5,1.25,0> <5.5,1.25,0> 0.2 texture
> {Metal1}}
> #declare hpipe2 = cylinder {<-5.5,-1.25,0> <5.5,-1.25,0> 0.2 texture
> {Metal1}}
>
> object {hpipe rotate x*0}
> object {hpipe rotate x*-45}
>
> object {hpipe rotate x*180}
> object {hpipe rotate x*-135}
>
> #declare tr = torus{1.5,0.2
> texture {LED}
> rotate z*90
> translate x*5.5
> }
>
> #declare tl = torus{1.5,0.2
> texture {LED}
> rotate z*90
> translate x*-5.5
> }
> //light_source{<5.5,0,-1.51> color rgb <0.55,0,0,>
> looks_like{tr}fade_distance 3 fade_power 0.65}
> //light_source{<-5.5,0,-1.51> color rgb <0.55,0,0,>
> looks_like{tl}fade_distance 3 fade_power 0.65}
>
> torus{1.5,0.1
> texture {LED}
> rotate z*90
> translate x*5.5
> }
>
> torus{1.5,0.1
> texture {LED}
> rotate z*90
> translate x*-5.5
> }
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto://inversez@aol.com?Subject=PoV-News
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Noah A wrote:
>
> i was just playing around with radiocity on a nice lil image and it's
> supposed ot have nice smooth gold and such but i end up with weird hot
> spots and the gold looks like it's a poorly compressed jpg!!! this is
> cool but not what i want :) you can see the nifty image which has a
> neeto animation option i'll show every one later after i get it fixed
> can you help me with fixing this? excuse my messy hose head code it
> looks worse the lower the trace level
I would suggest you go through and add ambient and diffuse values to your
finish statements. Radiosity relies heavily upon these settings for the
correct appearence. Your not setting them explicitly in the finish statement
causes Pov to rely on the defaults which are not all that great for when
radiosity is being used.
--
Ken Tyler
mailto://tylereng@pacbell.net
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this image needs the cheese ball camera cuz it's for a webpage it looks
weird other wise i fixed the problem i don't need more help for now.....
but it takes like 75min to render at 640x480 and it's still not great
Noah A wrote:
> i was just playing around with radiocity on a nice lil image and it's
> supposed ot have nice smooth gold and such but i end up with weird hot
> spots and the gold looks like it's a poorly compressed jpg!!! this is
> cool but not what i want :) you can see the nifty image which has a
> neeto animation option i'll show every one later after i get it fixed
> can you help me with fixing this? excuse my messy hose head code it
> looks worse the lower the trace level
>
> global_settings { max_trace_level 4000 radiosity {
> error_bound 1
> distance_maximum 3
> }}
> #include "all.inc"
> camera {
> location <0,0,-12>
> look_at <0,0,0>
> orthographic
> }
>
> light_source{<0,0,-15> color rgb <0.95,0.95,0.95,>fade_distance 5
> fade_power 0.25}
>
> // textures ----------------------------------------------
> #declare Metal1 = texture {
> pigment {color rgb <1,0.843,0>}
> finish {phong 0.3 specular 0.4 reflection 0.2 roughness 0.35}
> }
>
> #declare Wire1 = texture {
> pigment {color rgb <0.291,0.291,0.299>}
> finish {phong 0.3 specular 0.4 roughness 0.35 reflection 0.4}
> }
> /*
> superellipsoid{<0.25,0.25>
> texture {Wire1}
> scale <7.25,1.15,1>
> translate y*0
> }
> */
> box {
> <5.5,0.95,0.95>
> <-5.5,-0.95,-0.95>
>
> texture {Wire1}
> }
> #declare LED = texture {
> pigment {color rgb <0.6,0,0> transmit 0.3}
> finish {phong 0.7 reflection 0.4 }//ambient 0.6}
> }
>
> sphere {<-5.5,0,0>, 0.95
> texture {Wire1}}
> sphere {<5.5,0,0>, 0.95
> texture {Wire1}}
>
> #declare pipe1 = cylinder {<-5.5,1.25,0> <-5.5,-1.25,0> 0.5 texture
> {Wire1}}
>
> object{pipe1 translate x*0}
> object{pipe1 translate x*1}
> object{pipe1 translate x*2}
> object{pipe1 translate x*3}
> object{pipe1 translate x*4}
> object{pipe1 translate x*5}
>
> object{pipe1 translate x*6}
> object{pipe1 translate x*7}
> object{pipe1 translate x*8}
> object{pipe1 translate x*9}
> object{pipe1 translate x*10}
> object{pipe1 translate x*11}
>
> torus{1.25,0.3
> texture {Metal1}
> rotate z*90
> translate x*5.5
> }
>
> torus{1.25,0.3
> texture {Metal1}
> rotate z*90
> translate x*-5.5
> }
> #declare hpipe = cylinder {<-5.5,1.25,0> <5.5,1.25,0> 0.2 texture
> {Metal1}}
> #declare hpipe2 = cylinder {<-5.5,-1.25,0> <5.5,-1.25,0> 0.2 texture
> {Metal1}}
>
> object {hpipe rotate x*0}
> object {hpipe rotate x*-45}
>
> object {hpipe rotate x*180}
> object {hpipe rotate x*-135}
>
> #declare tr = torus{1.5,0.2
> texture {LED}
> rotate z*90
> translate x*5.5
> }
>
> #declare tl = torus{1.5,0.2
> texture {LED}
> rotate z*90
> translate x*-5.5
> }
> //light_source{<5.5,0,-1.51> color rgb <0.55,0,0,>
> looks_like{tr}fade_distance 3 fade_power 0.65}
> //light_source{<-5.5,0,-1.51> color rgb <0.55,0,0,>
> looks_like{tl}fade_distance 3 fade_power 0.65}
>
> torus{1.5,0.1
> texture {LED}
> rotate z*90
> translate x*5.5
> }
>
> torus{1.5,0.1
> texture {LED}
> rotate z*90
> translate x*-5.5
> }
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Noah A <vip### [at] powersurfrcom> wrote:
: global_settings { max_trace_level 4000
Why such a huge max_trace_level?
See http://iki.fi/warp/pics/Radiosity_test2/
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Wups! I forgot all about this after a evening of tweaking your scene
file and didn't get back about this. I found the max_trace_level to be
relatively unimportant. Using the defaults for 'radiosity' seemed to be
about as good as anything else I tried. Think the unsmooth metal texture
you were getting is just about impossible to get rid of, at least
nothing I did completely fixed it up. Upping the 'grey_threshold' to 1
helps but removes the nice blending of gold and steel colors it had.
Glad you were able to help yourself.
Noah A wrote:
>
> this image needs the cheese ball camera cuz it's for a webpage it looks
> weird other wise i fixed the problem i don't need more help for now.....
> but it takes like 75min to render at 640x480 and it's still not great
>
> Noah A wrote:
>
> > i was just playing around with radiocity on a nice lil image and it's
> > supposed ot have nice smooth gold and such but i end up with weird hot
> > spots and the gold looks like it's a poorly compressed jpg!!! this is
> > cool but not what i want :) you can see the nifty image which has a
> > neeto animation option i'll show every one later after i get it fixed
> > can you help me with fixing this? excuse my messy hose head code it
> > looks worse the lower the trace level
> >
> > global_settings { max_trace_level 4000 radiosity {
> > error_bound 1
> > distance_maximum 3
> > }}
> > #include "all.inc"
> > camera {
> > location <0,0,-12>
> > look_at <0,0,0>
> > orthographic
> > }
> >
> > light_source{<0,0,-15> color rgb <0.95,0.95,0.95,>fade_distance 5
> > fade_power 0.25}
> >
> > // textures ----------------------------------------------
> > #declare Metal1 = texture {
> > pigment {color rgb <1,0.843,0>}
> > finish {phong 0.3 specular 0.4 reflection 0.2 roughness 0.35}
> > }
> >
> > #declare Wire1 = texture {
> > pigment {color rgb <0.291,0.291,0.299>}
> > finish {phong 0.3 specular 0.4 roughness 0.35 reflection 0.4}
> > }
> > /*
> > superellipsoid{<0.25,0.25>
> > texture {Wire1}
> > scale <7.25,1.15,1>
> > translate y*0
> > }
> > */
> > box {
> > <5.5,0.95,0.95>
> > <-5.5,-0.95,-0.95>
> >
> > texture {Wire1}
> > }
> > #declare LED = texture {
> > pigment {color rgb <0.6,0,0> transmit 0.3}
> > finish {phong 0.7 reflection 0.4 }//ambient 0.6}
> > }
> >
> > sphere {<-5.5,0,0>, 0.95
> > texture {Wire1}}
> > sphere {<5.5,0,0>, 0.95
> > texture {Wire1}}
> >
> > #declare pipe1 = cylinder {<-5.5,1.25,0> <-5.5,-1.25,0> 0.5 texture
> > {Wire1}}
> >
> > object{pipe1 translate x*0}
> > object{pipe1 translate x*1}
> > object{pipe1 translate x*2}
> > object{pipe1 translate x*3}
> > object{pipe1 translate x*4}
> > object{pipe1 translate x*5}
> >
> > object{pipe1 translate x*6}
> > object{pipe1 translate x*7}
> > object{pipe1 translate x*8}
> > object{pipe1 translate x*9}
> > object{pipe1 translate x*10}
> > object{pipe1 translate x*11}
> >
> > torus{1.25,0.3
> > texture {Metal1}
> > rotate z*90
> > translate x*5.5
> > }
> >
> > torus{1.25,0.3
> > texture {Metal1}
> > rotate z*90
> > translate x*-5.5
> > }
> > #declare hpipe = cylinder {<-5.5,1.25,0> <5.5,1.25,0> 0.2 texture
> > {Metal1}}
> > #declare hpipe2 = cylinder {<-5.5,-1.25,0> <5.5,-1.25,0> 0.2 texture
> > {Metal1}}
> >
> > object {hpipe rotate x*0}
> > object {hpipe rotate x*-45}
> >
> > object {hpipe rotate x*180}
> > object {hpipe rotate x*-135}
> >
> > #declare tr = torus{1.5,0.2
> > texture {LED}
> > rotate z*90
> > translate x*5.5
> > }
> >
> > #declare tl = torus{1.5,0.2
> > texture {LED}
> > rotate z*90
> > translate x*-5.5
> > }
> > //light_source{<5.5,0,-1.51> color rgb <0.55,0,0,>
> > looks_like{tr}fade_distance 3 fade_power 0.65}
> > //light_source{<-5.5,0,-1.51> color rgb <0.55,0,0,>
> > looks_like{tl}fade_distance 3 fade_power 0.65}
> >
> > torus{1.5,0.1
> > texture {LED}
> > rotate z*90
> > translate x*5.5
> > }
> >
> > torus{1.5,0.1
> > texture {LED}
> > rotate z*90
> > translate x*-5.5
> > }
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto://inversez@aol.com?Subject=PoV-News
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