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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
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Attachments:
Download 'cornell's_barn2.jpg' (38 KB)
Preview of image 'cornell's_barn2.jpg'
![cornell's_barn2.jpg](/povray.binaries.images/attachment/%3C3D13A0DF.7080900%40caltel.com%3E/cornell%27s_barn2.jpg?preview=1)
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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
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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 (^&
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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
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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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