POV-Ray : Newsgroups : povray.advanced-users : Radiosity rendering depends on camera direction? Server Time
16 Apr 2024 01:38:54 EDT (-0400)
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From: Alain
Subject: Re: Radiosity rendering depends on camera direction?
Date: 10 Apr 2019 16:57:32
Message: <5cae58bc$1@news.povray.org>
Le 19-04-10 à 14:34, Tamas Gunda a écrit :
> clipka <ano### [at] anonymousorg> wrote:
>> Am 08.04.2019 um 19:06 schrieb Alain:
>>
>>> Just an idea :
>>> Try rendering it all in one go, then, project onto a box or sphere :
>>
>> That's actually a pretty smart idea.
>> It's important though to use a high enough resolution, or at least use
>> interpolation for the projected image.
>>
>> Alternatively, the image could be rendered directly to a single cube map
>> image using a v3.8.0-alpha user-defined camera (or a v3.7.0 mesh camera,
>> but that's more of a hassle to set up). If 6 separate images are needed,
>> that could then simply be achieved by cutting the output image into
>> pieces in any image processing software.
> 
> Bingo!
> 
> Thanks, Alain. Rendering with 360 deg spherical camera in one go and then
> projecting onto a sphere and cut to cubic images has yielded a seamless
> spherical image. The resolution of the first rendering should be at least twice
> to that of final image.
> 
> http://www.gunda.hu/cube/povray/index3.html
> 
> Tamas
> 
> 

If the individual images are, say, 1000 pixels whide, the spherical 
render need to be 4000 pixels whide and 2000 pixels high.

Looking at the darker parts, I think that you may need to increase 
recursion_limit by 1 or 2.

Also, it could be good to increase the count value as well as the pool 
size (the second parameter of count).


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