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In article <3e24a4da@news.povray.org>,
"Mark Hanson" <mar### [at] attbi com> wrote:
> No, actually that about did it. I'm rendering a statue in a white room.
> There is one light source illuminating the side of the statue the camera is
> looking at, meaning the other side is dark. HDRI bounces the light off the
> white walls and illuminates (partially) the other side if the statue. Do I
> have it now? That's pretty cool.
No. Radiosity alone does that. HDRI just lets you encode the lighting
values in a high dynamic range image, so you don't have to calculate it
during rendering and can use real-world surroundings without having to
model them.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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"Christopher James Huff" <cja### [at] earthlink net> wrote in message
news:cja### [at] netplex aussie org...
> > No, actually that about did it. I'm rendering a statue in a white room.
> > There is one light source illuminating the side of the statue the camera
is
> > looking at, meaning the other side is dark. HDRI bounces the light off
the
> > white walls and illuminates (partially) the other side if the statue. Do
I
> > have it now? That's pretty cool.
>
> No. Radiosity alone does that. HDRI just lets you encode the lighting
> values in a high dynamic range image, so you don't have to calculate it
> during rendering and can use real-world surroundings without having to
> model them.
Okay, I give up. :-) I don't know enough about higher-end rendering to
understand it. But I'll get there some day. Thanks to everyone.
Mark
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> Okay, I give up. :-) I don't know enough about higher-end rendering to
> understand it. But I'll get there some day. Thanks to everyone.
Do not give up!
HDRI is just the BITMAP, nothing more.
Its higher dynamics & lower bounds on intensity clamping give you
opportunity to use it as a source of data which is more real than
clamped & more discretized RGB map such PNG,BMP etc.
Its a BITMAP! ... used in a very cheap way to light the scene or
place more dynamic reflections/refractions.... its a touch of reality in
the very clamped POVRAY world....
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On Mon, 3 Mar 2003 15:07:05 +0100, "T.J.Viking" <vik### [at] bp-domar pl> wrote:
> its a touch of reality in
> the very clamped POVRAY world
would you like to make "clamped" word usage more clear here?
ABX
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> would you like to make "clamped" word usage more clear here?
clamping (in GFX world) - clipping some values in suitable range
.. in POVRAY clamping occurs in final RGB discretization process, but also is
present in radiosity code i many places - the author of implementation had some
intention to make POV radiosity more artistic one.. rather than real one....
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On Mon, 3 Mar 2003 15:46:50 +0100, "T.J.Viking" <vik### [at] bp-domar pl> wrote:
> .. in POVRAY clamping occurs in final RGB discretization process, but also is
> present in radiosity code i many places - the author of implementation had some
> intention to make POV radiosity more artistic one.. rather than real one....
Gooood. I was affraid that you meant "POV community" as "POV world" which could
change "clamped" sense a lot.
Have you done some "unclamping" for radiosity code ? Have you some results ? Any
patched version available ?
ABX
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"ABX" <abx### [at] abx art pl> wrote in message
news:85r66vgt97vbv62ou75qoimr6qv89ju5oe@4ax.com...
>
> Gooood. I was affraid that you meant "POV community" as "POV world" which
could
> change "clamped" sense a lot.
>
Now, *THATS* paranoid.... ;)
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> Gooood. I was affraid that you meant "POV community" as "POV world" which could
> change "clamped" sense a lot.
ehhhh :) no comment... :)
> Have you done some "unclamping" for radiosity code ? Have you some results ? Any
> patched version available ?
Nope.
I am writing my own GI renderer and studied radiosity/monte carlo/irradiance caching
over
years.... then tried to look how POV is doing that.
When I saw the GI code in POVRAY, I sat down and started to cry :)
Many bugs! Bugs meant by misunderstanding light theory and many nifty
"methods" of coping with "crossing 1's value".
I know the code is working, but is highly limited in some areas eg. light is not so
well
propagating in corridors, tunnels etc. due to many limits bound on GI values during
caching and mixing with diffuse coefficients - no matter how many GI bounces you
gave in rendering settings.
I think that it is the time to redesign radiosity code, there are so many new theories
and
algos now... somebody could boost POV in XXI century.
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"T.J.Viking" wrote:
>
> [...]
>
> I think that it is the time to redesign radiosity code, there are so many new
theories and
> algos now... somebody could boost POV in XXI century.
Very funny.
Instead of making 'wise' comments just get the POV-Ray source from
http://www.povray.org/download/
and implement a better radiosity function. If you are as competent in
that matter as you pretend to be this should not be a problem. If not i
suggest you either stop your complaints or support your critiques with
some proof. This of course would require actually using POV-Ray.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 28 Feb. 2003 _____./\/^>_*_<^\/\.______
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"T.J.Viking" <vik### [at] bp-domar pl> wrote in message
news:3e646626$1@news.povray.org...
> I think that it is the time to redesign radiosity code, there are so many new
theories and
> algos now... somebody could boost POV in XXI century.
If you can provide a decent patch, I'm sure it will make it's way to megapov.
Once megapov gets enough features, it tends to become the standard
pov-executable for the majority of users.
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