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Here I am again with various radiosity small scenes (just for fun)
two interior scenes:
as usual, a white inverted sphere with ambient set to 1.0 for light.
the corridor has scattering media and a small area_light (my
parameters was too high: 3h20 for this small image).
the metallic sphere is a new test for rendering accurate metal textures
(first try with this scene, not too bad I think).
David
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Attachments:
Download 'radiotest.jpg' (6 KB)
Download 'metal_01.jpg' (5 KB)
Download 'couloir_03.jpg' (7 KB)
Preview of image 'radiotest.jpg'
![radiotest.jpg](/povray.binaries.images/attachment/%3C3A1A9A8A.1E1A3097%40xlstudio.com%3E/radiotest.jpg?preview=1)
Preview of image 'metal_01.jpg'
![metal_01.jpg](/povray.binaries.images/attachment/%3C3A1A9A8A.1E1A3097%40xlstudio.com%3E/metal_01.jpg?preview=1)
Preview of image 'couloir_03.jpg'
![couloir_03.jpg](/povray.binaries.images/attachment/%3C3A1A9A8A.1E1A3097%40xlstudio.com%3E/couloir_03.jpg?preview=1)
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I like the second one. It's so clear but beautyful.
Karl
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gemelli david wrote:
>
> Here I am again with various radiosity small scenes (just for fun)
>
> two interior scenes:
> as usual, a white inverted sphere with ambient set to 1.0 for light.
> the corridor has scattering media and a small area_light (my
> parameters was too high: 3h20 for this small image).
>
> the metallic sphere is a new test for rendering accurate metal textures
> (first try with this scene, not too bad I think).
Looks very nice.
When I'm doing metal (or other shiny, reflective surfaces), I usually
reduce the diffuse by (1-reflection)*(standard diffuse finish), or maybe
a little more. I find this gives excellent results, though in the case
of variable reflection, I tend to end up pulling a reasonable-sounding
number out of the air and using that.
-Xplo
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In article <3A1ACB9C.34ECFE0D@unforgettable.com>,
inq### [at] unforgettable com wrote:
> When I'm doing metal (or other shiny, reflective surfaces), I usually
> reduce the diffuse by (1-reflection)*(standard diffuse finish), or maybe
> a little more.
I usually try to make sure that ambient+diffuse+reflection <= 1, for all
textures, not just reflective ones. When using variable reflection, I
always use conserve_energy(actually, I usually throw it in anyway...). I
also usually use metallic and reflect_metallic, always use filter
instead of transmit, and only use specular or blinn highlights. For
transparent materials, I have been specifying a totally transparent
texture and giving color with the fade_color feature, this simulates the
actual effects of colored transparent materials, instead of a surface
filled with air.
Oh, and I usually set ambient to 0, and put a fill light at the camera
position or use radiosity. This helps the contrast of the image, since
the fill light has shading while ambient flattens things out.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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Chris Huff wrote:
>
> In article <3A1ACB9C.34ECFE0D@unforgettable.com>,
> inq### [at] unforgettable com wrote:
>
> > When I'm doing metal (or other shiny, reflective surfaces), I usually
> > reduce the diffuse by (1-reflection)*(standard diffuse finish), or maybe
> > a little more.
>
> I usually try to make sure that ambient+diffuse+reflection <= 1, for all
> textures, not just reflective ones. When using variable reflection, I
> always use conserve_energy(actually, I usually throw it in anyway...). I
> also usually use metallic and reflect_metallic, always use filter
> instead of transmit, and only use specular or blinn highlights. For
> transparent materials, I have been specifying a totally transparent
> texture and giving color with the fade_color feature, this simulates the
> actual effects of colored transparent materials, instead of a surface
> filled with air.
> Oh, and I usually set ambient to 0, and put a fill light at the camera
> position or use radiosity. This helps the contrast of the image, since
> the fill light has shading while ambient flattens things out.
Um.. yeah.
That too.
And you should hop on one foot during the first half of any render,
except on Tuesday. :)
-Xplo
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From: Bob H
Subject: Re: My last radiosity plays (3 pics: 7+5+6 Ko)
Date: 22 Nov 2000 05:11:00
Message: <3a1b9bb4@news.povray.org>
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I just can't help but like these kind of images. Complex scenery isn't a requirement
imo :-)
Sorry if I almost go off topic here. I was at a parking garage of a mall some 70
miles from home trying to
gear up for Christmas shopping and after a good lunch of fried chicken and seasoned
potato slices (I'm a
Southerner, that alone, if made well is great food) I felt very sleepy. So I got back
to my truck and reclined
the seat to rest up so I would be safer on the freeway trip home. It was a while
before sunset but when I
awoke with a snore an hour later (ha ha) the sun was slowly beaming farther into the
parking garage (btw I
parked second to top floor and on west side) and my first sight was the yellowish
concrete and bluish
flourescent lights. Some blue of the sky was showing through the next ramp upward.
Immediate thought was to
render that, plain as it otherwise looked.
Okay I'm through boring you all, for now.
Bob
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> Bob
Sounds very difficult to render ! But when you have it done...
David (I frequently see a wonderfull real effect I want to render but... I never
have a camera to take a shot)
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