POV-Ray : Newsgroups : povray.advanced-users : Radiosity problem when using conventional lightning Server Time
25 Nov 2024 07:43:26 EST (-0500)
  Radiosity problem when using conventional lightning (Message 1 to 6 of 6)  
From: Matti Karnaattu
Subject: Radiosity problem when using conventional lightning
Date: 16 Apr 2003 08:30:07
Message: <web.3e9d4bd669337fd4bef0bd7d0@news.povray.org>
It is necessary to set light source object ambient to high to get realistic
highlights to shiny surfaces. Problem is that I can't remove ambient object
from radiosity calculations. This causes ugly errors in lightning because
there is a ambient light source in scene. I tried to use "no_image" object
modifier and put visible light source under light source "looks_like"
statement.

How can I remove light_source object from radiosity calculations? Is there
any way cheat Pov-Ray radiosity algorithm? Like putting some invisible
object around ligh source object so radiosity algorithm take samples from
object surrounding light_source?

Matti


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From: Jaime Vives Piqueres
Subject: Re: Radiosity problem when using conventional lightning
Date: 16 Apr 2003 08:33:15
Message: <20030416143318.13b11cd2.jaimevives@ignorancia.org>
On Wed, 16 Apr 2003 08:25:58 EDT
"Matti Karnaattu" <nomail@nomail> wrote:
> How can I remove light_source object from radiosity calculations? Is
> there any way cheat Pov-Ray radiosity algorithm? Like putting some
> invisible object around ligh source object so radiosity algorithm take
> samples from object surrounding light_source?

  I use a transparent object with a very bright emission media, but it
only works if you keep "media off" on radiosity block (I never use media
interacting with radiosity).


-- 
Jaime Vives Piqueres
		
La Persistencia de la Ignorancia
http://www.ignorancia.org


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From: Warp
Subject: Re: Radiosity problem when using conventional lightning
Date: 16 Apr 2003 09:31:53
Message: <3e9d5b48@news.povray.org>
Matti Karnaattu <nomail@nomail> wrote:
> How can I remove light_source object from radiosity calculations?

  I don't really understand why it's more preferable to use a bright
object as a light source for radiosity than using a light_source.
  From my experience, using a light_source gives better lighting faster
(no need for extreme radiosity settings).

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Mael
Subject: Re: Radiosity problem when using conventional lightning
Date: 16 Apr 2003 10:05:05
Message: <3e9d6311@news.povray.org>
>   I don't really understand why it's more preferable to use a bright
> object as a light source for radiosity than using a light_source.
>   From my experience, using a light_source gives better lighting faster
> (no need for extreme radiosity settings).

The problem (as far as i understand it) is that he has a classical
light_source, but uses an object with high ambient, to 'materialize' the
light, and this high ambient is causing troubles with radiosity..

Maybe try a 2 pass rendering, first pass to compute the radiosity solution
in a scene without your high ambient objects, radiosity saved in a file.
Then second pass with always sample off, load radiosity from file, and scene
with your bright objects

M


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From: Mael
Subject: Re: Radiosity problem when using conventional lightning
Date: 16 Apr 2003 10:26:53
Message: <3e9d682d@news.povray.org>
or look at max_sample in the documentation

M


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From: Greg Edwards
Subject: Re: Radiosity problem when using conventional lightning
Date: 1 Jun 2003 15:39:08
Message: <1doan9c7mvfze.8cvqfi6encyn.dlg@40tude.net>
On Wed, 16 Apr 2003 08:25:58 EDT, Matti Karnaattu wrote:

> It is necessary to set light source object ambient to high to get realistic
> highlights to shiny surfaces. Problem is that I can't remove ambient object
> from radiosity calculations. This causes ugly errors in lightning because
> there is a ambient light source in scene. I tried to use "no_image" object
> modifier and put visible light source under light source "looks_like"
> statement.
> 
> How can I remove light_source object from radiosity calculations? Is there
> any way cheat Pov-Ray radiosity algorithm? Like putting some invisible
> object around ligh source object so radiosity algorithm take samples from
> object surrounding light_source?
> 
> Matti

I understand your problem and that is EXACTLY why I made a patch to fix it. 
My patch adds a no_radiosity keyword that works like no_image or no_shadow 
only it removes the object from radiosity calculations even when calculated 
through mirrors. I hate to keep people waiting so long but progress has 
been standing still for the past several months. I've got a lot of fixing 
to do and not much time to do it in.

Anyway, back on track, if you give your bright ambient object no_shadow and 
no_image, it will stop most radiosity calculations from interfering with 
your lighting. If you want to see the object itself, look at the entire 
scene through a mirror (I usually coupled the ambient object trick with my 
poor mirrorflare include).

-- 
light_source#macro G(E)sphere{z+E*y*5e-3.04rotate-z*E*6pigment{rgbt#end{
20*y-10#local n=162;1}#while(n)#local n=n-.3;G(n)x}}G(-n).7}}#end//GregE


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