![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
High!
After several months, I revisited a project put to hibernation for a
while... an indoor scene using radiosity (but with a strongly
illuminated landscape outside). I tried the "Radiosity_IndoorLQ" setting
form rad_def.inc, but modified it in some ways:
pretrace_start 0.08 // unchanged
pretrace_end 0.01 // unchanged
count 800 // this was 80
nearest_count 5 // unchanged
error_bound 0.08 // this was 0.7
recursion_limit 2 // unchanged
low_error_factor 0.5 // this was 0.8
gray_threshold 0.9 // this was 0
minimum_reuse 0.015 // unchanged
brightness 1.75 // this was 1
adc_bailout 0.01/2 } // unchanged
The result attached here is somewhat dissatisfying when in comes to the
brightness range of the inner walls: while the portions opposed to the
windows are too bright (no direct sunlight, the sun is overhead, at <0,
2000000, 0>), the ceiling and the walls to the left and right edge are
way too dark! Is there a way to fine-tune the contrast range within the
areas lit by radiosity?
See you in Khyberspace!
Yadgar
Now playing: The Lake (Mike Oldfield)
Post a reply to this message
Attachments:
Download 'yadgarkhana_20050218.jpg' (13 KB)
Preview of image 'yadgarkhana_20050218.jpg'
![yadgarkhana_20050218.jpg](/povray.binaries.images/attachment/%3C42166e80%40news.povray.org%3E/yadgarkhana_20050218.jpg?ttop=441697&toff=5550&preview=1)
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
I'm not sure this is what you want, but raising the
recursion limit will even things out.
-Mark (also like Mike Oldfield)
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> -Mark (also like Mike Oldfield)
who doesn't :)
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Zeger Knaepen" wrote:
> who doesn't :)
Have you listened to any more than just the Tubular
Bells series? Also, I recommend a good stereo system.
Smoking pot would probably help as well.
Yadgar,
If you raise recursion you'll probably want to
lower brightness to compensate, but I'm going
on memory here...
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
smoking pot will solve all problems
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
"Renderdog" <slo### [at] hiwaay net> wrote in message
news:web.4216846aa984a05ce6a17f880@news.povray.org...
> "Zeger Knaepen" wrote:
> > who doesn't :)
>
> Have you listened to any more than just the Tubular
> Bells series? Also, I recommend a good stereo system.
I have listened to almost everything he did including the rare stuff like Freggy
Went A-Courting and the extended versions of Moonlight Shadow, To France, Shadow
On The Wall and so on :)
cu!
--
camera{location-z*3}#macro G(b,e)b+(e-b)*(C/50)#end#macro L(b,e,k,l)#local C=0
;#while(C<50)sphere{G(b,e),.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1
;#end#end L(y-x,y,x,x+y)L(y,-x-y,x+y,y)L(-x-y,-y,y,y+z)L(-y,y,y+z,x+y)L(0,x+y,
<.5,1,.5>,x)L(0,x-y,<.5,1,.5>,x) // ZK http://www.povplace.be.tf
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
> High!
>
> After several months, I revisited a project put to hibernation for a
> while... an indoor scene using radiosity (but with a strongly
> illuminated landscape outside). I tried the "Radiosity_IndoorLQ" settin
g
> form rad_def.inc, but modified it in some ways:
The result seems reasonable for the scene setup but this setup is not
realistic. The outside environment is too dark compared to the interior
(so you need to look at the finishes) and the ground is too bright
compared to the sky (it even seems like there is ambient finish on the
ground).
No matter if there is sunlight outside or not it would be realistic for
the windows to be completely overexposed if the corners of the room are
not completely black.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
High! ;-)
Eli wrote:
>smoking pot will solve all problems
>
>
Yes, I admit that I in fact look like a prototypical 70s hippie (if
there wasn`t that overweight problem...) - but that doesn't necessarily
mean that I solve my rendering problems by using hemp products...
See you in Khyberspace!
Yadgar
Now playing: Legacy (Synergy) - what about that?
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Christoph Hormann wrote:
> The result seems reasonable for the scene setup but this setup is not
> realistic. The outside environment is too dark compared to the
> interior (so you need to look at the finishes) and the ground is too
> bright compared to the sky (it even seems like there is ambient finish
> on the ground).
There is no ambient light at all, I set it to zero in the
global_settings. The sky is just a sky_sphere, so finish settings
wouldn't apply at all!
> No matter if there is sunlight outside or not it would be realistic
> for the windows to be completely overexposed if the corners of the
> room are not completely black.
Yes, that would be realistic for a camera - but the human eye adapts
differently to such light levels!
See you in Khyberspace!
Yadgar
Now playing: Mercy & Truth (Blonker)
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
>
> Yes, that would be realistic for a camera - but the human eye adapts
> differently to such light levels!
I am neither talking about a photographic camera nor the human eye here
- i am talking about light intensities. Radiosity calculates (and can
only calculate) the distribution of radiation in the scene. Whether you
process the image to look like a photograph or like how you think you
see such a scenery is up to you.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |