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Tested POV radiosity with high quality settings:
pretrace_start 0.080
pretrace_end 0.010
count 800
nearest_count 20
error_bound 1.0
recursion_limit 6
low_error_factor .5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/10
normal on
There are still black artifatcs in scene, I'll try to use always_sample
no...
Render time 230h 15min on Thund-850, res 1250x884.
Regards
Disnel
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Attachments:
Download 'radiosity1.jpeg.jpg' (130 KB)
Preview of image 'radiosity1.jpeg.jpg'
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Maybe some variation in the ceiling light brightness, and make some of
the lights dark or just dim, like the flourescent lights are going out.
I've never seen this many lights, all the exact same brightness. Maybe
have one row turned off, with the cover open on one panel.
That, and a more interesting texture for the floor...scuff marks,
stains, etc. The chairs look too even, try making it look like they were
set up in a hurry. Maybe have one pushed out from the table, like
someone used it and forgot to push it back in. And the wood texture
needs some work.
230h 15min? Ouch...
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Disnel wrote:
>
> Tested POV radiosity with high quality settings:
>
> [...]
Some thoughts:
-nearest_count 20 does not make sense according to the docu, because it's
limited to 10.
-recursion_limit 6 is probably much higher than necessary and uses a lot
of memory and time. 3 should suffice in most situations.
-error_bound 1.0 is quite high. Lower values could lead to more realistic
shadows below the tables and chairs.
> There are still black artifatcs in scene, I'll try to use always_sample
> no...
Where are those artefacts? I can't see them.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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Chris Huff wrote:
> Maybe some variation in the ceiling light brightness, and make some of
> the lights dark or just dim, like the flourescent lights are going out.
> I've never seen this many lights, all the exact same brightness. Maybe
> have one row turned off, with the cover open on one panel.
> That, and a more interesting texture for the floor...scuff marks,
> stains, etc. The chairs look too even, try making it look like they were
> set up in a hurry. Maybe have one pushed out from the table, like
> someone used it and forgot to push it back in. And the wood texture
> needs some work.
Good ideas, Will try it. This was done in one day, because it was for
my employer and he wanted it in one day. Now I'am playing with it...
>
> 230h 15min? Ouch...
First render was done in 6h 48min with theese settings
pretrace_start 0.080
pretrace_end 0.010
count 200
nearest_count 5
error_bound 0.5
recursion_limit 2
low_error_factor .5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/10
normal on
Image follows, now I thick, if it was not better .....
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Attachments:
Download 'view5.jpeg.jpg' (151 KB)
Preview of image 'view5.jpeg.jpg'
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Christoph Hormann wrote:
>
> -nearest_count 20 does not make sense according to the docu, because it's
> limited to 10.
It is in offical docs and the result is some fixed length array, MegaPOV has the same
array?
>
> -recursion_limit 6 is probably much higher than necessary and uses a lot
> of memory and time. 3 should suffice in most situations.
Will try.
>
> -error_bound 1.0 is quite high. Lower values could lead to more realistic
> shadows below the tables and chairs.
Now I remember, that I created another version with "lower quality" settings but with
EB 0.5, it had better shadows at the floor...
>
> Where are those artefacts? I can't see them.
At the wall above windows.
>
> Christoph
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This is great! I love everything but the wood textures. They just seem wrong
for some reason.
--
Dan D.
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One hell of a radiosity test! :)
I think the lighting looks pretty good.
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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ddombrow wrote:
>
> This is great! I love everything but the wood textures. They just seem wrong
> for some reason.
The grain size is much too large. Like the wood was taken from trees
with a 50ft diameter.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Ken wrote:
> ddombrow wrote:
> >
> > This is great! I love everything but the wood textures. They just seem wrong
> > for some reason.
>
> The grain size is much too large. Like the wood was taken from trees
> with a 50ft diameter.
I don't know. At any rate though I think there is not enough curvature, the
uniformity makes it look like it came from a huge tree.
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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