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You got me. :o) I don't know how you did that, but maybe it's the walls
that make it work out.. I say you'll have real problems with 2 spheres only,
one of them to emit light and one to catch it - and eventually a ground
plane.. I tried this with many radiosity settings, all gives a total mess,
even with render times over a day.
> : Do you expect it will soon be possible to
> : use SMALL areas of light? A bulb or a neon cylinder, for example..
>
> You mean like this? (Render time 8.5 minutes.)
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I forgot to mention that recursion limit should be above 1 for the problems
to occur.. In case you want to start a test and prove I'm wrong.. If you
succeed please share the code, heheh.. :o)
Hugo
> You got me. :o) I don't know how you did that, but maybe it's the walls
> that make it work out.. I say you'll have real problems with 2 spheres
only,
> one of them to emit light and one to catch it - and eventually a ground
> plane.. I tried this with many radiosity settings, all gives a total mess,
> even with render times over a day.
>
> > : Do you expect it will soon be possible to
> > : use SMALL areas of light? A bulb or a neon cylinder, for example..
> >
> > You mean like this? (Render time 8.5 minutes.)
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I like this one better. The other was too dark for my taste. And how
about that render time then? My brain equates radiosity with hours :-/
Alf
"Warp" <war### [at] tag povray org> wrote in message
news:3bc4cbc5@news.povray.org...
[snip]
> You mean like this? (Render time 8.5 minutes.)
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I would add some depth to your *light bulb*. Since in POV light is very
directional the wall where the bulb is looks really too dark compared to the
other ones. Or just lower brilliance.
Neat scene.
Radiosity seems to be really in fashion nowadays... :-)
--
Jonathan.
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What radiosity settings did you use for this image?
-tgq
"Warp" <war### [at] tag povray org> wrote in message
news:3bc4cbc5@news.povray.org...
> Hugo <hua### [at] post3 tele dk> wrote:
> : Do you expect it will soon be possible to
> : use SMALL areas of light? A bulb or a neon cylinder, for example..
>
> You mean like this? (Render time 8.5 minutes.)
>
>
----------------------------------------------------------------------------
----
>
>
> --
> #macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
> rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
> ],13),8)-3,10>#end blob{N(array[6]{11117333955,
> 7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Slime <noo### [at] hotmail com> wrote:
: Wow, is that one light_source-free?
Nope, it uses an area light. (I don't undestand why that somehow feels
like "cheating"... What's so wrong in using a light source?)
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Hugo <hua### [at] post3 tele dk> wrote:
: You got me. :o) I don't know how you did that, but maybe it's the walls
: that make it work out.. I say you'll have real problems with 2 spheres only,
: one of them to emit light and one to catch it - and eventually a ground
: plane.. I tried this with many radiosity settings, all gives a total mess,
: even with render times over a day.
I just used an area light. Simple.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Alf Peake <alf### [at] peake42 freeserve co uk> wrote:
: My brain equates radiosity with hours :-/
It doesn't have to be. POV 3.5 can make good-looking radiosity really fast
depending on the complexity and contents of the scene.
Of course there are scenes where you just can't get good radiosity fast.
And apparently there are scenes where you can't get good radiosity at all,
no matter what you do (due to the current problems in the radiosity code).
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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Trevor Quayle <Tin### [at] hotmail com> wrote:
: What radiosity settings did you use for this image?
Nothing special. You might get confused because I used a light source and
you didn't think of that.
Anyways, I ised count 200, brightness 1.2, error_bound 1, low_error_factor .1
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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That is what threw me off I guess. I was wondering how you got the shadows
so well defined, everything I tried (without light sources) wasn't giving me
good shadows.
thanks for the info
-tgq
"Warp" <war### [at] tag povray org> wrote in message
news:3bc71fb9@news.povray.org...
> Trevor Quayle <Tin### [at] hotmail com> wrote:
> : What radiosity settings did you use for this image?
>
> Nothing special. You might get confused because I used a light source
and
> you didn't think of that.
>
> Anyways, I ised count 200, brightness 1.2, error_bound 1,
low_error_factor .1
>
> --
> #macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
> rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
> ],13),8)-3,10>#end blob{N(array[6]{11117333955,
> 7382340,3358,3900569407,970,4254934330},0)}// - Warp -
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