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Well, here it is. It took 11 hours to render at 800x800. That isn't quite
accurate, because my father slowed it down by trying to connect to the
Internet and checking e-mail. I was able to intercept him only after Outlook
Express had already opened. Anyway, the radiosity settings are as follows:
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}}
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.
:)
Oh, BTW, if you must know: I post-processed it, but only to make the
light-gray areas white (you know, I adjusted the curves...). Enjoy.
Post a reply to this message
Attachments:
Download 'arnoldic4.jpg' (93 KB)
Preview of image 'arnoldic4.jpg'
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> 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.
It looks like those shoes are dripping water on the floor :-)
seriously though.. maybe you should try some other patch objects and see if
the same thing happens.
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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.
You can speed up the radiosity by specifying less-quality settings and
using an area light, but in this case that may be difficult since your
area light is a hemisphere...
--
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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On Mon, 28 Aug 2000 08:16:57 -0500, Tony[B] 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.
>:)
Moove the shoes and see if that splotch moves with them, it looks independent
to me.
--
Cheers
Steve email mailto:ste### [at] zeroppsuklinuxnet
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.zeropps.uklinux.net/
or http://start.at/zero-pps
4:01pm up 6 days, 20:19, 2 users, load average: 1.20, 1.28, 1.25
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> Your radiosity will look a lot better if you use a recursion_limit
higher
> than 1.
It gets very bright when I do that. Also, the shadows disappear, IIRC.
> You can speed up the radiosity by specifying less-quality settings and
> using an area light, but in this case that may be difficult since your
> area light is a hemisphere...
Suppose you could add it to POV? :) Or perhaps Chris feels up to it?
Post a reply to this message
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> Move the shoes and see if that splotch moves with them, it looks
independent
> to me.
Nope, the splotch isn't independant. It only shows up under the shoes. I
will be trying other patch objects, as Ian suggested, to see if the same
problem occurs.
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"Tony[B]" wrote:
>
> > Your radiosity will look a lot better if you use a recursion_limit
> higher
> > than 1.
>
> It gets very bright when I do that. Also, the shadows disappear, IIRC.
when you increase your recursion_limit, cut your samples by a little
less than half and it won't come out too bright. when i did r2d2,
recursion of only one made his white body come out gray. i have some
questions about your settings. does error bound 0.05 really matter? it
seems really small. same question about low_error-factor. here are my
settings:
radiosity {
brightness 1.0
count 100
error_bound 0.2
gray_threshold 0.0
low_error_factor 0.5
minimum_reuse 0.015
nearest_count 3
recursion_limit 2
pretrace_start .08
pretrace_end .001
normal on}
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In article <39aa9dbc@news.povray.org>, "Tony[B]"
<ben### [at] panamac-comnet> wrote:
> It gets very bright when I do that. Also, the shadows disappear, IIRC.
Try lowering the diffuse of every texture, and avoid pure white in
non-luminous objects. In reality, there are no perfectly reflective
surfaces, so when you add levels of recursion, the scene brightens. This
can't be compensated for automatically, you have to do it yourself.
As for the shadows...they look neat, but aren't exactly realistic under
those conditions.
> Suppose you could add it to POV? :) Or perhaps Chris feels up to it?
Chris who? Me? Or Colefax, Young, Cason, etc...?
Add what to POV? Hemispherical area lights?
I think a more general area light is needed, maybe a parametric of some
sort. It would probably make adaptive sampling impossible or at least
less useful in cases, but could do any sort of sphere sections, cones,
or other shapes. And it would be better than having twenty different
types of area lights.
Of course, the fact that I have no idea how to even start doing this is
a problem...any volunteers?
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Chris Huff wrote:
>
> In article <39aa9dbc@news.povray.org>, "Tony[B]"
>
> Try lowering the diffuse of every texture, and avoid pure white in
> non-luminous objects. In reality, there are no perfectly reflective
> surfaces,
Here are some real world reflectances.
specular aluminum 95%,
new snow 74%,
concrete 40%,
vegetation (mean) 25%,
asphalt 7%.
______________________________________________________________________
Kari Kivisalo http://www.kivisalo.net
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that's useful. is there a big list anywhere?
Kari Kivisalo wrote:
>
> Chris Huff wrote:
> >
> > In article <39aa9dbc@news.povray.org>, "Tony[B]"
> >
> > Try lowering the diffuse of every texture, and avoid pure white in
> > non-luminous objects. In reality, there are no perfectly reflective
> > surfaces,
>
> Here are some real world reflectances.
>
> specular aluminum 95%,
> new snow 74%,
> concrete 40%,
> vegetation (mean) 25%,
> asphalt 7%.
>
> ______________________________________________________________________
> Kari Kivisalo http://www.kivisalo.net
Post a reply to this message
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