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I'm glad that POV 3.5 now supports radiosity interaction with double
illumination. When MegaPOV came out with it's double_illumination
keyword, I tried a similar experiement with no apparent effects from the
radiosity.
This is just a simple test of this interaction involving a barn made
from wood beams and fiberglass panels. Sun shines past a tall box
casting partial light onto the barn, thus simulating scattered light inside.
Questions, Comments?
--
Samuel Benge
sbe### [at] caltel com
Post a reply to this message
Attachments:
Download 'cornell's_barn.jpg' (38 KB)
Preview of image 'cornell's_barn.jpg'

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From: Peter Hertel
Subject: Re: double_illumination + radiosity (37.2kb jpg)
Date: 21 Jun 2002 15:35:06
Message: <3d137fea@news.povray.org>
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> Comments?
Sweeeet!
-Peter
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From: Tony[B]
Subject: Re: double_illumination + radiosity (37.2kb jpg)
Date: 21 Jun 2002 15:46:35
Message: <3d13829b@news.povray.org>
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I concur with Peter. I would never have thought of that.
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From: Corey Woodworth
Subject: Re: double_illumination + radiosity (37.2kb jpg)
Date: 21 Jun 2002 17:16:18
Message: <3d1397a2@news.povray.org>
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Beautiful effect! I'm gonna have to think of a scene for this :)
Corey
--
schitzo.y0ru.net
blob{threshold#macro _(s,i,g)#if(s)sphere{20*(i-<5,1,-10>)16,1pigment
{rgb 9}}_(s-1i+g,g)#end#end.7_(4x,x)_(2,0y)_(5y*2x)_(5x*6x)_(3<6,
1>2*x)_(2<6,2>4*x)}
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Here's a second rendering of the same scene. I placed a blue light on
the other side of the building. It passes through a plane with a fuzzy
chain-link fence texture. Recursion_limit 2 was used with slightly lower
radiosity settings to try and compensate for the increased rendering
time. It took about 44 minutes to render.
Q's, C's?
--
Samuel Benge
sbe### [at] caltel com
Post a reply to this message
Attachments:
Download 'cornell's_barn2.jpg' (38 KB)
Preview of image 'cornell's_barn2.jpg'

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I don't know why or how you are able to continue posting images of higher
quality than most of us. These are some of the best radiosity scenes I've
seen in POV!
I'm especially impressed by the apparently small amount of time you need to
code these things. You must have a lot of experience.
Regards,
Hugo
Post a reply to this message
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From: Artis
Subject: Re: double_illumination + radiosity (37.2kb jpg)
Date: 21 Jun 2002 18:49:03
Message: <3d13ad5f@news.povray.org>
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> This is just a simple test of this interaction involving a barn made
> from wood beams and fiberglass panels. Sun shines past a tall box
> casting partial light onto the barn, thus simulating scattered light
> inside. Questions, Comments?
Nice idea and image....
...but that's just a cheap trick, you have to use media (^&
Post a reply to this message
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Corey Woodworth wrote:
> Beautiful effect!
More kudos for the POV Team :)
>I'm gonna have to think of a scene for this :)
Hmm, what about a room with a dirty or frosted window, where only part
of the light shines through directly, and the rest is scattered? Might
be a good effect for stained-glass windows.....
--
Samuel Benge
sbe### [at] caltel com
Post a reply to this message
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Wow! This one is even greater!
I'm wishing for a wallpaper which I belive would be used for a looong time
:) (or until your next pic ;-) (How about a 1024 version for my little
desktop? ;)
What hardware do you use? (fast render?)
I just have to say it again, this is great work! :)
Keep it up!
-Peter
> Here's a second rendering of the same scene. I placed a blue light on
> the other side of the building. It passes through a plane with a fuzzy
> chain-link fence texture. Recursion_limit 2 was used with slightly lower
> radiosity settings to try and compensate for the increased rendering
> time. It took about 44 minutes to render.
> Q's, C's?
>
>
>
> --
> Samuel Benge
>
> sbe### [at] caltel com
>
----------------------------------------------------------------------------
----
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Peter Hertel wrote:
> Wow! This one is even greater!
Thanks.
> I'm wishing for a wallpaper which I belive would be used for a looong time
> :) (or until your next pic ;-) (How about a 1024 version for my little
> desktop? ;)
I think I can render one next time I go on a hike (when I'm home, the
only things to do are done through the computer).
> What hardware do you use? (fast render?)
P4 1.6 ghz, 256 megs ram
> I just have to say it again, this is great work! :)
> Keep it up!
I will! Someday I'll even finish a scene!
--
Samuel Benge
sbe### [at] caltel com
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Hugo wrote:
> I don't know why or how you are able to continue posting images of higher
> quality than most of us.
Sure you do! A person just keeps learning new tricks and storing them
away for future use. You think of an idea or feature and expand on it.
>These are some of the best radiosity scenes I've
> seen in POV!
With time you'll see more. The developers of POV(official and
unofficial) have made radiosity faster and easier to use. More people
are using it now, and more will be using it in the future.
> I'm especially impressed by the apparently small amount of time you need to
> code these things. You must have a lot of experience.
I've been using POV since version 3.1(about 4-5 years ago?).
--
Samuel Benge
sbe### [at] caltel com
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Artis wrote:
> Nice idea and image....
>
> ...but that's just a cheap trick, you have to use media (^&
The problem with subsurface scattering via media is that the light still
passes through in a straight line. The light isn't made diffuse after
exiting the object, so all you get on the other side are objects that
have clean shadows. I can only imagine how long a render would take with
radiosity and media coupled together! This trick actually simulates the
effect rather accurately, as far as I can tell.
But I know you must just be kidding, because who would want another
person to endure a month-long render? ;)
--
Samuel Benge
sbe### [at] caltel com
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I absolutely AGREE!!!
Please post the source or render a 1152x864 version for my desktop...... :-P
And now for animation......!
--
Apache
POV-Ray Cloth experiments: http://geitenkaas.dns2go.com/experiments/
Email: apa### [at] yahoo com
ICQ: 146690431
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Samuel Benge wrote:
>
> Hugo wrote:
>
> > I don't know why or how you are able to continue posting images of higher
> > quality than most of us.
>
> Sure you do! A person just keeps learning new tricks and storing them
> away for future use. You think of an idea or feature and expand on it.
Of course, having a fast machine helps. Your lamp image, for instance,
is apparently using fairly high-quality radiosity, with normal on, and
an area light to boot. I don't want to think about how long it would
take MY machine to render that.. or to do the requisite test renders to
make it look good.
-Xplo
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Samuel Benge wrote:
>
> Artis wrote:
>
> > Nice idea and image....
> >
> > ...but that's just a cheap trick, you have to use media (^&
>
> The problem with subsurface scattering via media is that the light still
> passes through in a straight line. The light isn't made diffuse after
> exiting the object, so all you get on the other side are objects that
> have clean shadows. I can only imagine how long a render would take with
> radiosity and media coupled together!
My tests with MegaPOV show that radiosity and media don't seem to work
together in the way you imply. In fact, I'm not really sure how they
work together at all; maybe radiosity is affected by emission media or something?
I've no idea if this was fixed in 3.5.
-Xplo
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From: Christoph Hormann
Subject: Re: double_illumination + radiosity (37.2kb jpg)
Date: 22 Jun 2002 03:44:45
Message: <3D142AEC.D21A5347@gmx.de>
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Samuel Benge wrote:
>
> I'm glad that POV 3.5 now supports radiosity interaction with double
> illumination. When MegaPOV came out with it's double_illumination
> keyword, I tried a similar experiement with no apparent effects from the
> radiosity.
> This is just a simple test of this interaction involving a barn made
> from wood beams and fiberglass panels. Sun shines past a tall box
> casting partial light onto the barn, thus simulating scattered light inside.
> Questions, Comments?
Very neat, i never thought the effect could be that realistic.
One thing that i'm missing about double_illuminate is a possibility to
diminish the amount of light from the back surface, something like an
additional float parameter between 0 and 1. Of course for such scenes
where only the back side is visible there is no need for it.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 14 Jun. 2002 _____./\/^>_*_<^\/\.______
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> I think I can render one next time I go on a hike
That'd be very much appreciated!
> (when I'm home, the only things to do are done through the computer).
I know how that is ;) I just finished two more than a day long renders..
Pretty scary when you start thinking of how much time you spend in front of
the computer.. And how hard it is to do something else when you're at home
:)
> I will! Someday I'll even finish a scene!
I think the pictures you posted qualify for 'scene', more than 'test'. Looks
more finished than my few finished scenes ;)
-Peter
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Xplo Eristotle wrote:
> My tests with MegaPOV show that radiosity and media don't seem to work
> together in the way you imply. In fact, I'm not really sure how they
> work together at all; maybe radiosity is affected by emission media or something?
>
> I've no idea if this was fixed in 3.5.
From the 3.5 docs:
"Media and Radiosity
Radiosity estimation can be affected by media. To enable this feature,
add media on to the radiosity{} block. The default is off"
--
Samuel Benge
sbe### [at] caltel com
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Christoph Hormann wrote:
> One thing that i'm missing about double_illuminate is a possibility to
> diminish the amount of light from the back surface, something like an
> additional float parameter between 0 and 1. Of course for such scenes
> where only the back side is visible there is no need for it.
I'm with you there. Even more than that, there should be optional
double_illuminate keywords for texture_maps so you could make, for
example, realistic leaves. You could simulate the effect of variable
thickness on a very minute scale without having to use impossible media
settings.
--
Samuel Benge
sbe### [at] caltel com
Post a reply to this message
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Oooo... That looks photoreal in some spots...
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Tony[B] wrote:
> Oooo... That looks photoreal in some spots...
Hmm, yeah...the fourty-fifth pixel in the hundred and
nineteenth row is particularly photorealistic...;)
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Samuel Benge wrote:
>>
> From the 3.5 docs:
>
> "Media and Radiosity
> Radiosity estimation can be affected by media. To enable this feature,
> add media on to the radiosity{} block. The default is off"
IIRC, the MegaPOV docs made the same claim.
-Xplo
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