POV-Ray : Newsgroups : povray.binaries.images : it's not a planet but... (27k bu) Server Time
19 Aug 2024 12:22:11 EDT (-0400)
  it's not a planet but... (27k bu) (Message 1 to 3 of 3)  
From: gemelli david
Subject: it's not a planet but... (27k bu)
Date: 6 Dec 2000 14:11:41
Message: <3A2E8FBE.3C62D6CC@xlstudio.com>
it's a radiosity scene !!!!

ok, high render quality I think. as usual, poor model and no texture
I tried too things (only one here, I'll post the other soon):
- an white inverted sphere with ambient 1 for the sky rad (this post)
- a white sky_sphere.

the results are...different !
it seems the sky_sphere is a fake sphere ! maybe you knew this, but me
no !

         David


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interior.jpg


 

From: gemelli david
Subject: oops ! (8+9 k)
Date: 6 Dec 2000 15:13:07
Message: <3A2E9E23.80A14B1D@xlstudio.com>
oops ! not the right image !

these are the real...
the brightest is with an inverted sphere the other a sky_sphere.
in this render the difference is not evident sorry, I have destroyed the good
one. The "light" created by the sky_sphere seems to be parallel. the "light"
created by the sphere spreads around the holes in the walls.

Am I right ? or is it a scene effect ?

params:
  assumed_gamma 1.0
  radiosity {
    pretrace_start 0.04
    pretrace_end 0.01
    count 400
    recursion_limit 2
    nearest_count 5
    error_bound 0.3
  }


         David


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interior - skysphere.jpg

Preview of image 'interior - sphere.jpg'
interior - sphere.jpg


 

From: Chris Huff
Subject: Re: oops ! (8+9 k)
Date: 6 Dec 2000 16:11:39
Message: <chrishuff-574FBE.16122506122000@news.povray.org>
Part of the reason for the difference could be that a sky_sphere doesn't 
have a surface. When radiosity hits the real sphere, depending on your 
settings it may make another level of recursion, firing more rays from 
that point on the sphere. With the sky_sphere, which is just a fancy 
background feature, there isn't an intersection point, so it stops.

Also, radiosity calculations are distance dependant, as I recall...and 
since the sky_sphere is just a background, it's distance is "infinite", 
while your sphere is obviously finite. MegaPOV radiosity can compensate 
automatically(which didn't happen with the old version of radiosity), 
but this might trick it into doing something wrong.
Giving your sphere a diffuse of 0(to tell radiosity to stop recursing) 
and making it extremely big(to minimize the effect on distance 
calculations) might get rid of some the difference.

BTW, when using solid colors, why not just use the background feature? 
The sky_sphere feature is mainly only useful for applying patterned 
pigments to the background...

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

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