POV-Ray : Newsgroups : povray.binaries.images : wierd radiosity error Server Time
11 Aug 2024 19:38:56 EDT (-0400)
  wierd radiosity error (Message 2 to 11 of 11)  
<<< Previous 1 Messages Goto Initial 10 Messages
From: Rafal 'Raf256' Maj
Subject: Re: wierd radiosity error
Date: 4 Mar 2004 03:00:15
Message: <Xns94A25B6E1D2D7raf256com@203.29.75.35>
tek### [at] evilsuperbraincom 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


Post a reply to this message

From: Tek
Subject: Re: wierd radiosity error
Date: 4 Mar 2004 03:31:42
Message: <4046e96e$1@news.povray.org>
Done.

-- 
Tek
www.evilsuperbrain.com

"Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote in message
news:Xns94A25B6E1D2D7raf256com@203.29.75.35...
> tek### [at] evilsuperbraincom 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


Post a reply to this message

From: Rafal 'Raf256' Maj
Subject: Re: wierd radiosity error
Date: 4 Mar 2004 04:27:09
Message: <Xns94A26A29A2EC9raf256com@203.29.75.35>
tek### [at] evilsuperbraincom 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


Post a reply to this message

From: Tek
Subject: Re: wierd radiosity error
Date: 4 Mar 2004 04:33:39
Message: <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.

-- 
Tek
www.evilsuperbrain.com


"Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote in message
news:Xns94A26A29A2EC9raf256com@203.29.75.35...
> tek### [at] evilsuperbraincom 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


Post a reply to this message

From: Tim Cook
Subject: Re: wierd radiosity error
Date: 4 Mar 2004 13:26:03
Message: <404774bb@news.povray.org>
Tek wrote:
> Anybody seen this before? Have I done something crazy?

Crazy man, craaaaazy.  *thumbs up*


Post a reply to this message

From: Dan P
Subject: Re: wierd radiosity error
Date: 4 Mar 2004 23:40:48
Message: <404804d0$1@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> 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. :-)


Post a reply to this message

From: Tek
Subject: Re: wierd radiosity error
Date: 5 Mar 2004 03:57:25
Message: <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
:)

-- 
Tek
www.evilsuperbrain.com

"Dan P" <dan### [at] yahoocom> wrote in message
news:404804d0$1@news.povray.org...
> "Tek" <tek### [at] evilsuperbraincom> 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. :-)
>
>


Post a reply to this message

From: Dan P
Subject: Re: wierd radiosity error
Date: 5 Mar 2004 17:23:10
Message: <4048fdce$1@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> 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!


Post a reply to this message

From: Tek
Subject: Re: wierd radiosity error
Date: 5 Mar 2004 23:42:13
Message: <404956a5$1@news.povray.org>
"Dan P" <dan### [at] yahoocom> 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


Post a reply to this message

From: Dan P
Subject: Re: wierd radiosity error
Date: 6 Mar 2004 18:47:19
Message: <404a6307$1@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:404956a5$1@news.povray.org...
> "Dan P" <dan### [at] yahoocom> 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).


Post a reply to this message

<<< Previous 1 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.