|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Well, I decided to play a bit with radiosity myself, just testing things, seeing how
they
turned out...
So, here they are, The same scene, with and without radiosity.
There are no lightsources, above what we see is a bright(high ambient) plane, that
illuminates the scene. Made a very good job of it to, far better than a area light
would..
Nothing fancy here. The bottom is your basic checker... Not green and blue, though..
Stone-textures are default, but have a bit more ambient to them than normal..
A question : In my early experiments, i had some of the interections to really "glow"
when
radiosity rendered. Anyone care to point me more to the effect, how to be improved ??
(I'm
afraid I lost those settings...)
First one with, next without radiosity.
(most noteworthy are the shadows in the "window")
//Spider
Post a reply to this message
Attachments:
Download 'room1_radio2.jpg' (18 KB)
Download 'room1_lights2.jpg' (17 KB)
Preview of image 'room1_radio2.jpg'
Preview of image 'room1_lights2.jpg'
|
|
| |
| |
|
|
From: Bob Hughes
Subject: Re: Monkey SEE monkey DOO. (or: More Radiosity games) 2*18k
Date: 27 Jan 1999 00:15:56
Message: <36AEA0F1.127109F1@aol.com>
|
|
|
| |
| |
|
|
I kind of like this "abstract" scene.
The glow you mention may be due to either or both high ambient and low
distance_maximum. A guess. Small distance maximum keeps the 'count' in a
smaller area, thus more radiosity appears, or so it seems from what I've
deduced.
Spider wrote:
>
> Well, I decided to play a bit with radiosity myself, just testing things, seeing how
they
> turned out...
>
> So, here they are, The same scene, with and without radiosity.
> There are no lightsources, above what we see is a bright(high ambient) plane, that
> illuminates the scene. Made a very good job of it to, far better than a area light
would..
>
> Nothing fancy here. The bottom is your basic checker... Not green and blue, though..
> Stone-textures are default, but have a bit more ambient to them than normal..
>
> A question : In my early experiments, i had some of the interections to really
"glow" when
> radiosity rendered. Anyone care to point me more to the effect, how to be improved
?? (I'm
> afraid I lost those settings...)
>
> First one with, next without radiosity.
> (most noteworthy are the shadows in the "window")
>
> //Spider
>
> ------------------------------------------------------------------------
> [Image] [Image]
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.htm
=Bob
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Bob Hughes wrote:
>
> I kind of like this "abstract" scene.
Thanks... I don't see any meaning in doing photorealsim, too much work in it.... (I am
LAZY), but for surrealism, in small or much, the detail-level as well as precision is
not
needed to be as great...
> The glow you mention may be due to either or both high ambient and low
> distance_maximum. A guess. Small distance maximum keeps the 'count' in a
> smaller area, thus more radiosity appears, or so it seems from what I've
> deduced.
Thankyou ...
//Spider
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|