POV-Ray : Newsgroups : povray.binaries.images : Strange light behaviour Server Time
8 Aug 2024 10:25:14 EDT (-0400)
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From: Rick Measham
Subject: Re: Strange light behaviour
Date: 6 Sep 2005 02:55:08
Message: <431d3d4c$1@news.povray.org>
bp wrote:
> also, it's possible that scene ambience + object ambience maybe adding 
> unwanted energy to the scene (especially at the corners of the room)
> benp

Thanks ben, I've removed any ambient light from everything so it can't 
be that ..

Cheers!
Rick


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From: Tim Nikias
Subject: Re: Strange light behaviour
Date: 6 Sep 2005 04:56:30
Message: <431d59be$1@news.povray.org>
I guess there are a couple of problems.

1: The room you're looking out from is in shadow from the actual
lightsource, so it is lit ONLY by radiosity.
2: The door looks out to the opposite wall of the house. Add that to 3...
3: A count of 85 tends to "overlook" things.

If you'll look at the far room, it gets lit properly. So the reason why the
current room is so dark is because radiosity sampling doesn't find anything
bright! Try moving the lightsource so that some of it enters the room and
you'll notice the difference.

What I'm suspecting is that with the current setup, it will be quite
difficult to get some lighting into the room. Try raising count to something
like 600 or so for starters to see if that changes anything. Maybe try
raising recursion_limit to 3 or 4, though I don't expect it to have much
influence on the scene as it is.

You might even want to try and use the radiosity-settings from "Windows
Room", which I've posted in povray.binaries.scene-files. Or at least have a
look at it, as I've used settings which I've come to like and rely on for a
long time now.

Regards,
Tim
-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


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From: Gilles Tran
Subject: Re: Strange light behaviour
Date: 6 Sep 2005 08:27:15
Message: <431d8b23@news.povray.org>

431d3d4c$1@news.povray.org...
> bp wrote:
>> also, it's possible that scene ambience + object ambience maybe adding 
>> unwanted energy to the scene (especially at the corners of the room)
>> benp
>
> Thanks ben, I've removed any ambient light from everything so it can't be 
> that ..

What Tim said. This setup is just too hard to handle for radiosity because 
there's not enough light. For it to work, it would require extremely 
high-quality, impractical parameters to get both good results without 
artifacts.
If you don't want to change your basic setup, one possibility would be to 
add to the scene, hidden from the view, a bright object like a flat box or a 
square mesh or disc with ambient 1 or more (playing the part of a soft box 
in photography) to generate more light inside the room, the risk being that 
this object could also illuminate other parts of the scene.

G.


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From: Mike Raiford
Subject: Re: Strange light behaviour
Date: 6 Sep 2005 10:14:28
Message: <431da444@news.povray.org>
Gilles Tran wrote:

> If you don't want to change your basic setup, one possibility would be to 
> add to the scene, hidden from the view, a bright object like a flat box or a 
> square mesh or disc with ambient 1 or more (playing the part of a soft box 
> in photography) to generate more light inside the room, the risk being that 
> this object could also illuminate other parts of the scene.
> 
> G.

Another idea is a 2-pass method:

Render 1 pass with a large area of high ambient filling the window (just 
outside the window (save the radiosity data with save_file). Then render 
the second pass as-is, but have the radiosity block replaced with just a 
load_file and always_sample off statements.

-- 
~Mike

Things! Billions of them!


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From: Mike Raiford
Subject: Re: Strange light behaviour
Date: 6 Sep 2005 10:30:53
Message: <431da81d$1@news.povray.org>
Rick Measham wrote:
> Xplo Eristotle wrote:
> 
>> Holy crap!
> 
> 
> Excellent! I've always wanted to extract a 'Holy Crap' from someone :)
> 
> OK, I've brought those values back to your recommendation, but then 
> things started getting really really weird. So I decreased the amount of 
> light flying around (my sun was at White * 40, and the skysphere was 
> (some blue)*5).
> 
> Now the interior of the room is almost pitch black.
> 
> I've also tried adding the tiniest amount of reflection and fairly heavy 
> diffusion to everything in the hope of getting it looking better.
> 
> I'm going to look at light_sys once I get a chance, but I'm really 
> interested in why this isn't working.
> 
> (You'll notice in the corners, there's still a little brightness, and 
> there's still strange patterns there ..)
> 
> Cheers!
> Rick Measham
> 
>     radiosity {
>         pretrace_start 0.08
>         pretrace_end   0.04
>         count 85
> 
>         nearest_count 5
>         error_bound 0.5
>         recursion_limit 2
> 
>         low_error_factor 0.5
>         gray_threshold 0.0
>         minimum_reuse 0.015
>         brightness 1.2
> 
>         adc_bailout 0.01/2
>     }
> 
> 
> ------------------------------------------------------------------------
> 


Also, add to your global settings block assumed_gamma 1.0 (some will 
disagree) so long as your monitor gamma is set right (defaults to 2.2, I 
think, which is typical for a PC) it should get you a better tonal 
range. Higher counts are a must, and can add greatly to the scene (at 
the cost of render time)

hth.


-- 
~Mike

Things! Billions of them!


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From: Gilles Tran
Subject: Re: Strange light behaviour
Date: 6 Sep 2005 11:43:39
Message: <431db92b@news.povray.org>

431da444@news.povray.org...
>
> Another idea is a 2-pass method:
>
> Render 1 pass with a large area of high ambient filling the window (just 
> outside the window (save the radiosity data with save_file). Then render 
> the second pass as-is, but have the radiosity block replaced with just a 
> load_file and always_sample off statements.

Another idea, but one that doesn't work in Povray AFAIK but could be 
implemented in a patch (I don't think that it's in Megapov) would be to have 
no_image objects able to generate radiosity. I've used that in another 
software for this exact type of effect (soft radiosity light coming from a 
window that doesn't receive enough sky light) and it's really efficient, 
particularly as the light-generating object can be kept close to the target 
(which seems to reduce artifacts) and still be invisible.

G.


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From: Alain
Subject: Re: Strange light behaviour
Date: 6 Sep 2005 19:37:28
Message: <431e2838$1@news.povray.org>
Rick Measham nous apporta ses lumieres en ce 2005-09-06 00:22:
> I'm trying to get radiosity working right (as per post in .General) and 
> have included my radiosity settings below.
> 
> However the real reason for this post is the strange lighting effect 
> that is showing around the architraves in the room shown below.
> 
> At first I wondered if there was a tiny gap between the top of the 
> architrave and the wall, however there's not. I've made sure the overlap.
> 
> What else could be causing this weirdness?
> 
> I can provide the full source upon request, but there's a lot as the 
> whole house has been built and is getting furnished :)
> 
>         radiosity {
>             pretrace_start 0.08
>             pretrace_end   0.04
>             count 85
> 
>             nearest_count 5
>             error_bound 1.8
>             recursion_limit 12
> 
>             low_error_factor 0.5
>             gray_threshold 0.0
>             minimum_reuse 0.015
>             brightness 1.2
> 
>             adc_bailout 0.01/2
>         }
> 
> ------------------------------------------------------------------------
> 
You may have hiden coincident surfaces. If that's the case, the sampling at the corner
can hit 
something outside the room. It looks like the reverse of the dark spots problem.
Some things that MAY help:
  - moving the camera a tiny amount up or down
  - varying the pretrace_start value and setting pretrace_end to the start value/a
power of 2
for that I use:
#declare PT = 0.087; // tweak this value, larger or smaler
pretrace_start PT pretrace_end PT/pow(2,2)
That helped me get rid of some artefacts before.

Each will change where the samples are taken relative to the corner.
You may also change your room to a diference of an outside box and an iner box whose
sizes differ by 
the thickness of your walls. This may increase the rendering time.

Alain


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From: Rick Measham
Subject: Re: Strange light behaviour
Date: 6 Sep 2005 21:27:01
Message: <431e41e5@news.povray.org>
Mike Raiford wrote:
> Another idea is a 2-pass method:
> 
> Render 1 pass with a large area of high ambient filling the window (just 
> outside the window (save the radiosity data with save_file). Then render 
> the second pass as-is, but have the radiosity block replaced with just a 
> load_file and always_sample off statements.
> 

Bingo!

This has worked very well Mike (I'm not yet happy with the settings, but 
I can see that this will work just fine!)

Cheers!
Rick Measham


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From: Rick Measham
Subject: Re: Strange light behaviour
Date: 7 Sep 2005 03:26:13
Message: <431e9615$1@news.povray.org>
Rick Measham wrote:
> This has worked very well Mike (I'm not yet happy with the settings, but 
> I can see that this will work just fine!)

Is there any way to short-cut the operation? I've noticed that the 
radiosity data file seems to be saved by the time the actual render 
starts, so is there any way to automatically stop at that point? Or is 
it a Ctrl-C thing?

Cheers!
Rick Measham


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From: Rick Measham
Subject: Re: Strange light behaviour
Date: 7 Sep 2005 03:30:57
Message: <431e9731@news.povray.org>
Rick Measham wrote:
> Is there any way to short-cut the operation? I've noticed that the 
> radiosity data file seems to be saved by the time the actual render 
> starts...

Forget that .. I think I was too hasty :)

I've set it up to create the radiosity on frame_number = 0 and do the 
second render on frame_number = 1 .. now I can just turn it on and off 
from the command line :)

Cheers!
Rick Measham


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