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tek### [at] evilsuperbrain com news:4046cfee@news.povray.org
> I've not seen this one before. I have this simple scene with some
> coloured blocks lying on a white floor, with a light source in one
> direction and radiosity set to Radiosity_Final from rad_def.inc. As
> you can see the blocks seem to cause an echo in the inverse of their
> colour, in the direction of the light (as if somehow they'd reflected
> negative light!?)
Could You post full code (maybe in .b.scene
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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Done.
--
Tek
www.evilsuperbrain.com
"Rafal 'Raf256' Maj" <spa### [at] raf256 com> wrote in message
news:Xns94A25B6E1D2D7raf256com@203.29.75.35...
> tek### [at] evilsuperbrain com news:4046cfee@news.povray.org
>
> > I've not seen this one before. I have this simple scene with some
> > coloured blocks lying on a white floor, with a light source in one
> > direction and radiosity set to Radiosity_Final from rad_def.inc. As
> > you can see the blocks seem to cause an echo in the inverse of their
> > colour, in the direction of the light (as if somehow they'd reflected
> > negative light!?)
>
> Could You post full code (maybe in .b.scene
>
>
> --
> http://www.raf256.com/3d/
> Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
> Computer Graphics
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tek### [at] evilsuperbrain com news:4046e96e$1@news.povray.org
> Done.
After a quick look, I would start with decreasing diffuse to 0.9 (1.0 diffuse does not
occure in nature, well at least in normal materials).
Maybe You would also try for example following radiosity settings:
#local QQ_RAD = 4; // <===== set this variable 0,1,2,3,4,5,6 or 7
#declare CFG_AMB = 0.3; // <==== set this variable for ambient when NOT using
radiosity
global_settings {
max_trace_level 20
assumed_gamma 1.4
//assumed_gamma 2
#if (QQ_RAD)
#declare CFG_AMB = 0;
radiosity {
brightness 1 gray_threshold 0 max_sample 10 // <-- !
#if (QQ_RAD=1)
normal on pretrace_start 1/48 pretrace_end 1/256
count 30 error_bound 0.90 low_error_factor 0.75
adc_bailout 1/60 recursion_limit 3 minimum_reuse 1/96 nearest_count 5
#end
#if (QQ_RAD=2)
normal on pretrace_start 1/48 pretrace_end 1/256
count 50 error_bound 0.80 low_error_factor 0.70
adc_bailout 1/60 recursion_limit 4 minimum_reuse 1/96 nearest_count 6
#end
#if (QQ_RAD=3)
normal on pretrace_start 1/48 pretrace_end 1/256
count 80 error_bound 0.60 low_error_factor 0.80
adc_bailout 1/60 recursion_limit 4 minimum_reuse 1/96 nearest_count 6
#end
#if (QQ_RAD=4)
normal on pretrace_start 1/48 pretrace_end 1/256
count 100 error_bound 0.50 low_error_factor 0.80
adc_bailout 1/64 recursion_limit 4 minimum_reuse 1/256 nearest_count 7
#end
#if (QQ_RAD=5)
normal on pretrace_start 1/64 pretrace_end 1/256
count 200 error_bound 0.30 low_error_factor 0.80
adc_bailout 1/64 recursion_limit 5 minimum_reuse 1/256 nearest_count 8
#end
#if (QQ_RAD=6)
normal on pretrace_start 1/64 pretrace_end 1/256
count 500 error_bound 0.23 low_error_factor 0.85
adc_bailout 1/75 recursion_limit 6 minimum_reuse 1/256 nearest_count 8
#end
#if (QQ_RAD=7)
normal on pretrace_start 1/64 pretrace_end 1/256
count 1000 error_bound 0.17 low_error_factor 0.80
adc_bailout 1/80 recursion_limit 7 minimum_reuse 1/256 nearest_count 10
#end
}
#end
}
default {
finish { ambient CFG_AMB }
pigment { rgb 1 }
}
--
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics
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That's very interesting, and you make a good point about diffuse, but it doesn't
explain the artefacts!
I'm not interested in getting round the problem, that's easy! I want to know why
it happens.
--
Tek
www.evilsuperbrain.com
"Rafal 'Raf256' Maj" <spa### [at] raf256 com> wrote in message
news:Xns94A26A29A2EC9raf256com@203.29.75.35...
> tek### [at] evilsuperbrain com news:4046e96e$1@news.povray.org
>
> > Done.
>
> After a quick look, I would start with decreasing diffuse to 0.9 (1.0 diffuse
does not occure in nature, well at least in normal materials).
>
> Maybe You would also try for example following radiosity settings:
>
>
>
> #local QQ_RAD = 4; // <===== set this variable 0,1,2,3,4,5,6 or 7
>
>
> #declare CFG_AMB = 0.3; // <==== set this variable for ambient when NOT using
radiosity
>
> global_settings {
> max_trace_level 20
>
> assumed_gamma 1.4
> //assumed_gamma 2
>
>
> #if (QQ_RAD)
> #declare CFG_AMB = 0;
> radiosity {
> brightness 1 gray_threshold 0 max_sample 10 // <-- !
> #if (QQ_RAD=1)
> normal on pretrace_start 1/48 pretrace_end 1/256
> count 30 error_bound 0.90 low_error_factor 0.75
> adc_bailout 1/60 recursion_limit 3 minimum_reuse 1/96 nearest_count
5
> #end
> #if (QQ_RAD=2)
> normal on pretrace_start 1/48 pretrace_end 1/256
> count 50 error_bound 0.80 low_error_factor 0.70
> adc_bailout 1/60 recursion_limit 4 minimum_reuse 1/96 nearest_count
6
> #end
> #if (QQ_RAD=3)
> normal on pretrace_start 1/48 pretrace_end 1/256
> count 80 error_bound 0.60 low_error_factor 0.80
> adc_bailout 1/60 recursion_limit 4 minimum_reuse 1/96 nearest_count
6
> #end
> #if (QQ_RAD=4)
> normal on pretrace_start 1/48 pretrace_end 1/256
> count 100 error_bound 0.50 low_error_factor 0.80
> adc_bailout 1/64 recursion_limit 4 minimum_reuse 1/256 nearest_count
7
> #end
> #if (QQ_RAD=5)
> normal on pretrace_start 1/64 pretrace_end 1/256
> count 200 error_bound 0.30 low_error_factor 0.80
> adc_bailout 1/64 recursion_limit 5 minimum_reuse 1/256 nearest_count
8
> #end
> #if (QQ_RAD=6)
> normal on pretrace_start 1/64 pretrace_end 1/256
> count 500 error_bound 0.23 low_error_factor 0.85
> adc_bailout 1/75 recursion_limit 6 minimum_reuse 1/256 nearest_count
8
> #end
> #if (QQ_RAD=7)
> normal on pretrace_start 1/64 pretrace_end 1/256
> count 1000 error_bound 0.17 low_error_factor 0.80
> adc_bailout 1/80 recursion_limit 7 minimum_reuse 1/256 nearest_count
10
> #end
> }
> #end
> }
> default {
> finish { ambient CFG_AMB }
> pigment { rgb 1 }
> }
>
>
>
>
>
> --
> http://www.raf256.com/3d/
> Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
> Computer Graphics
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Tek wrote:
> Anybody seen this before? Have I done something crazy?
Crazy man, craaaaazy. *thumbs up*
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"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:4046f7f3$1@news.povray.org...
> That's very interesting, and you make a good point about diffuse, but it
doesn't
> explain the artefacts!
>
> I'm not interested in getting round the problem, that's easy! I want to
know why
> it happens.
I'm interested in some learnin' on the whole Radiosity thing too. This is
the extent of my Radiosity knowledge:
* I go to the Special Effects menu.
* I insert the Radiosity effect.
* I boggle at most of the parameters.
That... that just isn't right. :-)
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> I'm interested in some learnin' on the whole Radiosity thing too. This is
> the extent of my Radiosity knowledge:
>
> * I go to the Special Effects menu.
> * I insert the Radiosity effect.
> * I boggle at most of the parameters.
>
> That... that just isn't right. :-)
Well I use the much simpler option:
#include "rad_def.inc"
global_settings{
radiosity{ Rad_Settings(Radiosity_Fast,on,on) }
}
No nasty parameters there! You just decide what quality you want and off you go
:)
--
Tek
www.evilsuperbrain.com
"Dan P" <dan### [at] yahoo com> wrote in message
news:404804d0$1@news.povray.org...
> "Tek" <tek### [at] evilsuperbrain com> wrote in message
> news:4046f7f3$1@news.povray.org...
> > That's very interesting, and you make a good point about diffuse, but it
> doesn't
> > explain the artefacts!
> >
> > I'm not interested in getting round the problem, that's easy! I want to
> know why
> > it happens.
>
> I'm interested in some learnin' on the whole Radiosity thing too. This is
> the extent of my Radiosity knowledge:
>
> * I go to the Special Effects menu.
> * I insert the Radiosity effect.
> * I boggle at most of the parameters.
>
> That... that just isn't right. :-)
>
>
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"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:404840f5$1@news.povray.org...
> > I'm interested in some learnin' on the whole Radiosity thing too. This
is
> > the extent of my Radiosity knowledge:
> >
> > * I go to the Special Effects menu.
> > * I insert the Radiosity effect.
> > * I boggle at most of the parameters.
> >
> > That... that just isn't right. :-)
>
> Well I use the much simpler option:
> #include "rad_def.inc"
>
> global_settings{
> radiosity{ Rad_Settings(Radiosity_Fast,on,on) }
> }
>
> No nasty parameters there! You just decide what quality you want and off
you go
> :)
(I don't have POV here) -- is that a standard include? If so, awesome!
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"Dan P" <dan### [at] yahoo com> wrote in message
news:4048fdce$1@news.povray.org...
> > #include "rad_def.inc"
>
> (I don't have POV here) -- is that a standard include? If so, awesome!
Yup, it's one of the standard ones. It is truly awesome!
Back in the days of megapov I struggled to get radiosity set the way I wanted
it, and now these presets are higher quality and faster than the settings I used
to use!
--
Tek
www.evilsuperbrain.com
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"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:404956a5$1@news.povray.org...
> "Dan P" <dan### [at] yahoo com> wrote in message
> news:4048fdce$1@news.povray.org...
> > > #include "rad_def.inc"
> >
> > (I don't have POV here) -- is that a standard include? If so, awesome!
>
> Yup, it's one of the standard ones. It is truly awesome!
>
> Back in the days of megapov I struggled to get radiosity set the way I
wanted
> it, and now these presets are higher quality and faster than the settings
I used
> to use!
Exssssssssselent (caging fingers like Monty Burns).
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