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In article <3ddb17cf@news.povray.org>,
"hughes, b." <omn### [at] charter net> wrote:
> You could try using a high diffuse value, since that is what radiosity will
> be working with instead of the ambient. Although it isn't likely to be
> completely right without actual light sources.
Since he is using radiosity as a lighting source, the high ambient is
needed. Diffuse won't do anything if there's no light to diffuse, your
advice would give a black image.
--
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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From: hughes, b
Subject: Re: Radiosity flouroescent lighting troubles
Date: 20 Nov 2002 14:03:35
Message: <3ddbdc87@news.povray.org>
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"Christopher James Huff" <chr### [at] mac com> wrote in message
news:chr### [at] netplex aussie org...
> In article <3ddb17cf@news.povray.org>,
> "hughes, b." <omn### [at] charter net> wrote:
>
> > You could try using a high diffuse value, since that is what radiosity
will
> > be working with instead of the ambient. Although it isn't likely to be
> > completely right without actual light sources.
>
> Since he is using radiosity as a lighting source, the high ambient is
> needed. Diffuse won't do anything if there's no light to diffuse, your
> advice would give a black image.
I see, thanks Christopher. I almost mentioned ambient 1 instead of very high
ambient values because I wasn't sure how the higher than 1 value might
negatively affect the outcome of the render.
--
Farewell,
Bob
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"Rohan Bernett" <rox### [at] yahoo com> wrote in
news:web.3ddaccae46e653f8b2769afa0@news.povray.org
[...]
I alsow played with pure-ambient lights, but there are terribly slow to
render.
In my case the solution was - to use assumed_gamma 1.0 (or even 0.7)
Other thing - swith for a test all textures to pigment rgb .9 and difffuse
.8 or .9
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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"Tim Nikias" <tim### [at] gmx de> wrote in news:3ddba725@news.povray.org
> How about raising recursion_limit a little? If
> I'm not mistaken, thats what sets a limit for
> light bouncing off of other areas (so your "light-source"
> might light the lamp (limit 1) bounce off and hit another
> area (limit 2), and thats it. But I could be wrong. Try raising
> it to 3 or 4, maybe even 5, and see what happens...
Oh yes - I forgot - this also is very importent, even using 9 or 10 may be
a must to get proper results.
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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Rafal 'Raf256' Maj wrote:
>"Tim Nikias" <tim### [at] gmx de> wrote in news:3ddba725[at]news.povray.org
>
>> How about raising recursion_limit a little? If
>> I'm not mistaken, thats what sets a limit for
>> light bouncing off of other areas (so your "light-source"
>> might light the lamp (limit 1) bounce off and hit another
>> area (limit 2), and thats it. But I could be wrong. Try raising
>> it to 3 or 4, maybe even 5, and see what happens...
>
>Oh yes - I forgot - this also is very importent, even using 9 or 10 may be
>a must to get proper results.
I've tried bumping it all the way up to 20 and STILL the scene is too dark!
I'll try a couple of the suggestions in the thread and see how they go.
Hopefully they won't make the scene unbearably slow. As we all know, an
extremely slow radiosity scene is a real pain when trying to test renders
of it, particulary when using radiosity lighting like this one. The
finished scene will also include some standard lights for other light
sources present in the scene.
Sorry about not posting any replies for so long, but I'm on uni holidays at
the moment and don't get onto the internet very often during the holidays.
Rohan _e_ii
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I've just tried a couple of the suggestions and the scene is a bit brighter,
but still a bit too dark. I'd say it still needs to be about 10% brighter
(judging from some fiddling with the image in Paint Shop Pro). Unfortunatly
the scene is still very blotchy even with these settings:
radiosity {
pretrace_start 0.08
pretrace_end 0.4
count 1600
nearest_count 2
error_bound 0.9
recursion_limit 20
low_error_factor 0.5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
max_sample pow(10,30)
adc_bailout 0.01/pow(10,3)
//always_sample off
//normal on
//media on
}
Any ideas?
Rohan _e_ii
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On Mon, 25 Nov 2002 21:20:35 EST, "Rohan Bernett" <rox### [at] yahoo com>
wrote:
>I've just tried a couple of the suggestions and the scene is a bit brighter,
>but still a bit too dark. I'd say it still needs to be about 10% brighter
>(judging from some fiddling with the image in Paint Shop Pro). Unfortunatly
>the scene is still very blotchy even with these settings:
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.4
Why in the world are you using a pretrace_end larger than your
pretrace_start?! How is POV supposed to reduce the step size in this
case? Anyway, I would use pretrace_start 1 pretrace_end 1/512 if I
were really desperate
> count 1600
Unless you're doing something extremely complex or extremely wrong,
this is definitely overkill!
> nearest_count 2
Personally, I never go below 10. And that's the maximum. Of course,
your mileage may vary, but expect blotchiness with such a low setting.
> error_bound 0.9
> low_error_factor 0.5
That's quite high if you really have a lack of samples problem. I'd
use 0.5 for the pretraces and 0.3 for the final pass.
> recursion_limit 20
Again, overkill. Unless you're doing something completely wrong,
you're just wasting your computer's time.
> max_sample pow(10,30)
> adc_bailout 0.01/pow(10,3)
That's just slowing things down. Use a max_sample equal to the
brightness of your object. If you really are using an ambient of a
decillion, you're definitely on the wrong track, and of course you're
going to run into precision problems.
> //always_sample off
Maybe leave it on, as it seems you have a lot of time on your hands :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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From: TinCanMan
Subject: Re: Radiosity flouroescent lighting troubles
Date: 26 Nov 2002 08:20:25
Message: <3de37519@news.povray.org>
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> > nearest_count 2
>
> Personally, I never go below 10. And that's the maximum. Of course,
> your mileage may vary, but expect blotchiness with such a low setting.
Actually the max is 20. During beta, the docs still said 10 (even though
the max was 20 then as well), but they appear to have been updated for the
release.
-tgq
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On Tue, 26 Nov 2002 08:20:33 -0500, "TinCanMan"
<Tin### [at] hotmail com> wrote:
>Actually the max is 20. During beta, the docs still said 10 (even though
>the max was 20 then as well), but they appear to have been updated for the
>release.
10x for the heads-up.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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Rohan Bernett wrote:
>I've just tried a couple of the suggestions and the scene is a bit brighter,
>but still a bit too dark. I'd say it still needs to be about 10% brighter
>(judging from some fiddling with the image in Paint Shop Pro). Unfortunatly
>the scene is still very blotchy even with these settings:
>
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.4
> count 1600
>
> nearest_count 2
> error_bound 0.9
> recursion_limit 20
>
> low_error_factor 0.5
> gray_threshold 0.0
> minimum_reuse 0.015
> brightness 1
>
> max_sample pow(10,30)
> adc_bailout 0.01/pow(10,3)
> //always_sample off
> //normal on
> //media on
> }
>
>Any ideas?
Why don't you just raise the brightness value? That's what I do in most of
my radiosity scenes. Recursion limit 20... are you MAD? :-) crop it to 2,
or 3, and try brightness 2, 3... oh and usually it's pretrace_start >=
pretrace_end.
And don't forget to lower your error_bound to something like, say, 0.1.
So run POV-Ray and try something like:
radiosity {
pretrace_start 0.08
pretrace_end 0.01
count 300
error_bound 0.1
recursion_limit 2
brightness 2 /*3... you may want to tune this value together with the
brightness of your source*/
}
--
Jonathan
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