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Think you might be seeing the granite-normaled (closed) box interior
instead. Fact is the plain, un-normaled texture was at least a little
blotchy no matter what I tried it seems (remember, I was going for speed
too), so I gave the box a rough surface to mask that. The spheres are on
the bright side, but less ambience made them look dull. I used
brilliance and metallic to go with the reflection. Intent being they
would appear to shine their colors for a reason, unlike dull,
reflectionless, metallicless objects.
Well, heck, it's a radiosity tester for me, that's all, anyhow :)
Mike wrote:
>
> Looks good. The focal blur gives it a film grain look, which seems to
> improve the overall look of the radiosity. It makes it look like
> there's blurred reflections coming off the wall. Only problem I see is
> that the colored spheres look a little too bright, like they are
> glowing.
>
> -Mike
>
> Bob Hughes wrote:
> >
> > In the spirit of Nathans "A box with no lights" image.
> >
> > A dim light ( about rgb 0.4 ) inside a White box with a granite normal.
> > 3 grayscale spheres (white, gray, black) and 3 colored spheres (red,
> > green, blue) scattered about the bottom. Focal blur used instead of
> > anti-aliasing.
> > I was searching for a good, quick, radiosity setting; testing with this
> > 320x240 image. Similar to Nathan, I went down from a typical amount of
> > the 'distance_maximum' value instead of up. Nathan used 0, I used 1/3
> > sphere radius instead [1/3 camera to object-average-distance was about
> > 2.125].
> > Likewise downward for 'gray_threshold' 0.3 (more color) and
> > 'error_bound' 0.3.
> > 'low_error_factor' 0.6 (which is multiplied by error_bound for pre-final
> > pass), minimum_reuse was left default of 0.015 (pixel/screen based
> > ratio). nearest_count 7, up one from Nathans. And recursion_level 1, the
> > default, down from Nathans 3 (2 or more slowed drastically). 'count'
> > 150.
> > 'ambient_light' 4.5 was also used in 'global_settings' with default
> > ambient and diffuse in the textures.
> > The colors may appear pretty vivid on the box walls, but I figured if
> > the spheres are reflecting there should be a fair amount showing. Note
> > that, as stated before by someone, the black sphere creates a dark area.
> > I would think this might be a reasonable analogy to real light effects.
> > Not sure.
> > I tried to check this in reality and at least a dark object appears to
> > prevent the other surrounding ambience from being dominant.
> >
> > This picture rendered in almost exactly 30 minutes, (focal blur
> > [aperture 0.5, blur_samples 200], radiosity, reflection [0.3]), on a
> > 233MMX Intel, 64MB 66MHz SDRAM.
> >
> > --
> > omniVERSE: beyond the universe
> > http://members.aol.com/inversez/POVring.htm
> > =Bob
> >
> > ------------------------------------------------------------------------
> > [Image]
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
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