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18 Aug 2024 04:20:38 EDT (-0400)
  Directional radiosity (Message 1 to 9 of 9)  
From: Greg M  Johnson
Subject: Directional radiosity
Date: 7 Jul 2001 15:53:53
Message: <3b4768d1@news.povray.org>
Here's some experimentation with use of radiosity to imply a "light
source over there". It uses a large inverted sphere with a gradient
pigment that is black to the left and white to the right.

I also have an idea about using a "radiosity light bulb"-- perhaps not
an original one.   When I tried it, I got just a few big white spots and
then only after putting ambient to like rgb 200 or something.   Has
anyone ever had success here;  any suggestions on which radiosity
parameters to tweak??


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From: Xplo Eristotle
Subject: Re: Directional radiosity
Date: 7 Jul 2001 19:52:19
Message: <3B47A10C.94ED376B@infomagic.com>
"Greg M. Johnson" wrote:
> 
> I also have an idea about using a "radiosity light bulb"-- perhaps not
> an original one.   When I tried it, I got just a few big white spots and
> then only after putting ambient to like rgb 200 or something.   Has
> anyone ever had success here;  any suggestions on which radiosity
> parameters to tweak??

Count. The smaller your sources of "light" are, the higher count you
need to use to ensure that the surfaces you're illuminating don't have
their random radiosity-testing rays spinning off into empty space, and a
lightbulb is very small indeed.

In fact, I would even suggest that you NOT attempt this. When I tried
it, I found that even increasing count to the max didn't provide results
that were acceptably smooth. Instead, use a normal light (perhaps with
fading) for your lightbulb, and then apply radiosity to that scene..
that way, a much larger part of the scene will already be lit, and
radiosity will be far more effective.

-Xplo


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From: Tek
Subject: Re: Directional radiosity
Date: 7 Jul 2001 21:17:23
Message: <3b47b4a3@news.povray.org>
Greg M. Johnson <"gregj;-)56590\""@aol.c;-)om> wrote in message
news:3b4768d1@news.povray.org...
> Here's some experimentation with use of radiosity to imply a "light
> source over there". It uses a large inverted sphere with a gradient
> pigment that is black to the left and white to the right.

I did a similar thing using a sky_sphere. What I found is that the brightness of
the object has to be adjusted relative to it's size, so a smaller lightsource
needs to be brighter to have the same effect on the scene (obvious if you think
about it!). Though I prefer using a light_source, as that way you can have
specular highlights and photons.

--
Tek
http://www.evilsuperbrain.com


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From: gemelli david
Subject: Re: Directional radiosity
Date: 9 Jul 2001 03:52:32
Message: <3B4962F6.5080806@xlstudio.com>
here is a scene I did. No light. The trick to have this "shadows" is to 
put a very high ambient object to cast the "light"...here, the window is 
a white box with ambient set to 100.
It's the technic I use to produce radiosity lights...It's working quite 
good even if you need to do a very high count. To get the effect you 
want, you can add a real light with a small intensity (rgb 0.25 or less) 
to help the radiosity process and get a better result with less render time.

      David


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From: Ross Litscher
Subject: Re: Directional radiosity
Date: 9 Jul 2001 16:03:47
Message: <3b4a0e23@news.povray.org>
I'd have to say that the white on the floor and table looks especially odd.
Instead of being white, they would just be more illuminated.


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From: Thomas Lake
Subject: Re: Directional radiosity
Date: 9 Jul 2001 19:30:14
Message: <3b4a3e86$1@news.povray.org>
No actually on a bright day that's quite accurate, perhaps if the "light
box" he used had a slightly yellowish tint it would look more like sun,
otherwise it looks good to me.

"Ross Litscher" <lit### [at] osuedu> wrote in message
news:3b4a0e23@news.povray.org...
> I'd have to say that the white on the floor and table looks especially
odd.
> Instead of being white, they would just be more illuminated.
>
>


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From: Christoph Hormann
Subject: Re: Directional radiosity
Date: 10 Jul 2001 09:28:00
Message: <3B4B0357.37629A15@gmx.de>
"Greg M. Johnson" wrote:
> 
> Here's some experimentation with use of radiosity to imply a "light
> source over there". It uses a large inverted sphere with a gradient
> pigment that is black to the left and white to the right.
> 
> I also have an idea about using a "radiosity light bulb"-- perhaps not
> an original one.   When I tried it, I got just a few big white spots and
> then only after putting ambient to like rgb 200 or something.   Has
> anyone ever had success here;  any suggestions on which radiosity
> parameters to tweak??
> 

Apart from what others suggested, you should also reduce 'adc_bailout',
furthermore you could try to use negative ambient for the dark side, i
never tried that but it could work.

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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From: Ross Litscher
Subject: Re: Directional radiosity
Date: 11 Jul 2001 16:13:49
Message: <3b4cb37d$1@news.povray.org>
For the table maybe, depending on the finish. But a carpet? It all still
looks odd to me :)

Thomas Lake <tla### [at] homecom> wrote in message
news:3b4a3e86$1@news.povray.org...
> No actually on a bright day that's quite accurate, perhaps if the "light
> box" he used had a slightly yellowish tint it would look more like sun,
> otherwise it looks good to me.
>
> "Ross Litscher" <lit### [at] osuedu> wrote in message
> news:3b4a0e23@news.povray.org...
> > I'd have to say that the white on the floor and table looks especially
> odd.
> > Instead of being white, they would just be more illuminated.
> >
> >
>
>


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From: Tek
Subject: Re: Directional radiosity
Date: 11 Jul 2001 17:58:37
Message: <3b4ccc0d@news.povray.org>
Ross Litscher <lit### [at] osuedu> wrote in message
news:3b4cb37d$1@news.povray.org...
> For the table maybe, depending on the finish. But a carpet? It all still
> looks odd to me :)

It's a polished wooden floor, not a carpet. So what you see is a reflection
rather than illumination by the light. To make it look more like a real-world
highlight it should be slightly blurred, at present it looks like everything's
unrealistically perfectly smooth.

--
Tek
http://www.evilsuperbrain.com


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