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19 Aug 2024 16:18:03 EDT (-0400)
  Q's about radiosity (Message 1 to 6 of 6)  
From: Thomas Lake
Subject: Q's about radiosity
Date: 3 Nov 2000 20:42:44
Message: <3A036990.123BB0D@home.com>
The image bellow was designed in Moray and rendered in MegaPov. I did
not use the Moray setting, only the following:

radiosity {
    count            300
}

All objects have the following material:

#declare Material1 =
   material  // Material1
   {
      texture
      {
         pigment
         {
            color rgb <1.0, 1.0, 1.0>
         }
       finish {
         ambient 0
         diffuse 0.8}
      }
    }

There is a plane above the scene to reflect the rad lighting back down.
My question is, why do the 3 objects have no radiosity shadows? I know
that since there is no direct lighting on them they will not cast ver
prominent shadows, however there should still be a fuzzy shadow on the
ground due to radiosity. The way the image looks now is very FLAT. For
some reason I have a thing for simple radiosity images, they have some
kind of beauty, any agree?


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From: Kari Kivisalo
Subject: Re: Q's about radiosity
Date: 3 Nov 2000 21:12:18
Message: <3A03707A.C831D52A@kivisalo.net>
Lowering pretrace_end and error_bound will show the shadows. assumed_gamma
will help radiosity to work the way it's supposed to work. Set also
Display_Gamma.

global_settings{
  assumed_gamma 1.0
  radiosity{
    pretrace_start 0.04
    pretrace_end 0.01 <-
    count 100
    recursion_limit 2 
    nearest_count 3
    error_bound 0.3  <-
  }
}
 
______________________________________________________________________
Kari Kivisalo                                  http://www.kivisalo.net


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From: Thomas Lake
Subject: Re: Q's about radiosity
Date: 3 Nov 2000 21:39:47
Message: <3A0376F1.31F914B3@home.com>
Wow that really helped thanks! At first I got a lot of blotchiness, but that
seemed to clear up if I set the error_bound a little higher, 0.5 in this case.

Kari Kivisalo wrote:

> Lowering pretrace_end and error_bound will show the shadows. assumed_gamma
> will help radiosity to work the way it's supposed to work. Set also
> Display_Gamma.
>
> global_settings{
>   assumed_gamma 1.0
>   radiosity{
>     pretrace_start 0.04
>     pretrace_end 0.01 <-
>     count 100
>     recursion_limit 2
>     nearest_count 3
>     error_bound 0.3  <-
>   }
> }
>
> ______________________________________________________________________
> Kari Kivisalo                                  http://www.kivisalo.net


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From: Kari Kivisalo
Subject: Re: Q's about radiosity
Date: 3 Nov 2000 21:52:10
Message: <3A0379D4.DFDB64C5@kivisalo.net>
Thomas Lake wrote:
> 
> Wow that really helped thanks! At first I got a lot of blotchiness, but that
> seemed to clear up if I set the error_bound a little higher, 0.5 in this case.

You could up the nearest_count too.

______________________________________________________________________
Kari Kivisalo                                  http://www.kivisalo.net


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From: Xplo Eristotle
Subject: Re: Q's about radiosity
Date: 3 Nov 2000 22:33:30
Message: <3A0384A0.9892D896@unforgettable.com>
Thomas Lake wrote:
> 
> Wow that really helped thanks! At first I got a lot of blotchiness, but that
> seemed to clear up if I set the error_bound a little higher, 0.5 in this case.

Raising the count, dropping the pretrace_end as low as practical, and
adding "adc_bailout 1" will help somewhat with the blotchiness.

Alternately, you could raise the count up to 200-300, set error_bound to
.03, adc_bailout to 1, and drop nearest_count to 1; this should give you
extremely smooth results without taking TOO long to render (and if you
try this, I'd like to hear/see your results).

-Xplo


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From: Christoph Hormann
Subject: Re: Q's about radiosity
Date: 4 Nov 2000 03:32:45
Message: <3A03C9AC.F9B982E7@schunter.etc.tu-bs.de>
I have a megapov radiosity tutorial on my website, it illustrates some of the
parameters:

http://www.schunter.etc.tu-bs.de/~chris/raytracing.html

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/


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