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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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"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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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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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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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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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] osu edu> 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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"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] gmx de>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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For the table maybe, depending on the finish. But a carpet? It all still
looks odd to me :)
Thomas Lake <tla### [at] home com> 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] osu edu> 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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Ross Litscher <lit### [at] osu edu> 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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