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ryan constantine wrote:
>
> that's useful. is there a big list anywhere?
>
> > Here are some real world reflectances.
I found this list and links of spectral reflectances. My quess is that
the luminance should be used as pov diffuse value. When using radiosity
these values should be good starting point.
http://www.cs.utah.edu/~bes/graphics/spectra/
______________________________________________________________________
Kari Kivisalo http://www.kivisalo.net
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"Tony[B]" <ben### [at] panamac-comnet> wrote...
> I would like it if someone could explain the cause of the splotches under
> the elf shoes. Whosoever can figure that out will allow me to test this on
a
> real scene, instead of on simple objects, which is what I'm itchin' to do.
Try removing any highlighting (phong or specular) from the shoes. POV's
highlighting sometimes returns values beyond the usual range, which can
cause some number formats to roll over and become negative. It looks like
you've got some samples gathering negative light in there somewhere.
-Nathan
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Warp wrote:
>
> Tony[B] <ben### [at] panamac-comnet> wrote:
> : global_settings {ini_option "+QR"
> : radiosity {
> : pretrace_start .08 pretrace_end .001
> : count 500 nearest_count 4
> : error_bound .05 recursion_limit 1
> : low_error_factor .05 gray_threshold 0
> : minimum_reuse .015 brightness 1.5
> : normal on max_sample 1 adc_bailout 0.01/1}}
>
> Your radiosity will look a lot better if you use a recursion_limit higher
> than 1.
No, it won't. Not for this kind of radiosity.
> You can speed up the radiosity by specifying less-quality settings and
> using an area light...
...and you can speed up the whole render by just setting a camera and no
objects, but that isn't the point, is it?
-Xplo
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Xplo Eristotle <inq### [at] unforgettablecom> wrote:
:> Your radiosity will look a lot better if you use a recursion_limit higher
:> than 1.
: No, it won't. Not for this kind of radiosity.
And why not?
: ...and you can speed up the whole render by just setting a camera and no
: objects, but that isn't the point, is it?
Ah, so there's no point in speeding up radiosity? Well, good to know.
You learn something new every day.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Warp wrote:
> > [recursion_limit > 1 no good with sky sphere]
>
> And why not?
It seems that the rad recursion doesn't stop at diffuse 0 surface.
No need to get light falling on a luminous surface for obvious reason.
______________________________________________________________________
Kari Kivisalo http://www.kivisalo.net
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Really nice. Makes me want to spend more time studing radiosity.
Where does the chair come from? It looks like it could have been
designed by Gerrit Rietveld (Dutch architect circa 1920).
Peter Warren
Proud Povray user since 1996
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> Where does the chair come from? It looks like it could have been
> designed by Gerrit Rietveld (Dutch architect circa 1920).
Bingo! I got it from the POV Objects Collection.
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Peter Warren wrote:
>
> Really nice. Makes me want to spend more time studing radiosity.
>
> Where does the chair come from? It looks like it could have been
> designed by Gerrit Rietveld (Dutch architect circa 1920).
>
Someone did a really horrible paintjob on it 8)
> Peter Warren
> Proud Povray user since 1996
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Remco de Korte wrote in message <39B019D8.AF4516D4@xs4all.nl>...
>Someone did a really horrible paintjob on it 8)
Ha. Ha.
That gives me an idea. Write a macro which would 'paint'
a scene a la Mondrian. Which would randomly place colors
with the correct proportions (80% white 7% blue 5% yellow
3% red 5% black).
Gee, I only wish I had the talent!
Peter
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I've been doing some experimenting, and have narrowed down the problem to
the reflection. It is the reflection on the shoes that causes the problem.
What can I do to have reflection and not have any dots?
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