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From: Warp
Subject: Re: Playing with radiosity
Date: 3 May 2007 20:56:27
Message: <463a84bb$1@news.povray.org>
fls13 wrote:
> Those are some great soft shadows. Please post your area light sttings.

  They are just regular, quite dense (20x20) circular orient jitter
adaptive 2 lights.


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From: JSR
Subject: Re: Playing with radiosity
Date: 4 May 2007 06:45:01
Message: <web.463b0db4e2c4640fd8ef73430@news.povray.org>
Nice image,
I'm very interested in soft shadows and radiosity parameters.
Can you post the source code of the scene?

Thanks,

Joel.


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From: Lukas Winter
Subject: Re: Playing with radiosity
Date: 4 May 2007 09:05:41
Message: <pan.2007.05.04.13.05.39.702538@removeit.geloescht.net>
Am Fri, 04 May 2007 03:53:15 +0300 schrieb Warp:

> Lukas Winter wrote:
>> This is the first time I see those incredibly soft shadows some
>> commercial renderers produce
> 
>   Perhaps you mean that the image has soft *shading* (which is a bit
> different from *shadows*), uncommon in average povray images?
> 
>   The soft shading is purely produced by the color bleeding produced
> by the global illumination.

You're right, that is exactly what I meant. Seems I have some difficulties
expressing myself in english ;)


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From: Lukas Winter
Subject: Re: Playing with radiosity
Date: 4 May 2007 09:11:09
Message: <pan.2007.05.04.13.11.09.136617@removeit.geloescht.net>
> If your shadows from area_light looks banded or grainy, the cause is a to
> sparce aray of components. Try with larger values, then add adaptive N
> (start with 0 and increase as needed if you get artefacts) to use adaptive
> sampling that will greatly accelerate the rendering.
> I commonly use aray of 17*17 or 33*33, even 65*65 without to much slowing.
> If the area_light is surrounded by several objects, it's effect will vary
> accordingly to the relative positions. Use circular orient to emulate a
> spherical light.

I wasn't saying anything about banded area light shadows.
Unfortunately, increasing the resolution of the grid won't change how
POV-Ray calculates highlights. Some people have tried using a grid of area
lights instead.


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From: fls13
Subject: Re: Playing with radiosity
Date: 4 May 2007 10:05:02
Message: <web.463b3d2fe2c4640f5e737acc0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> fls13 wrote:
> > Those are some great soft shadows. Please post your area light sttings.
>
>   They are just regular, quite dense (20x20) circular orient jitter
> adaptive 2 lights.

Appreciate the info. :O)


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From: Woland
Subject: Re: Playing with radiosity
Date: 4 May 2007 13:00:02
Message: <web.463b659be2c4640f11c29c390@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:

>
>   I used area lights, of course.
>

Hello. And what happened if we don't use any light sources? only radiosity
with more ambient emmiting objects? i think that time of render could be
very long but result could be very realistic....
Thats pity that i have no time to play whith povray no more....:(:(
Woland


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From: William Tracy
Subject: Re: Playing with radiosity
Date: 4 May 2007 14:16:46
Message: <463b788e$1@news.povray.org>
> Hello. And what happened if we don't use any light sources? only radiosity
> with more ambient emmiting objects? i think that time of render could be
> very long but result could be very realistic....
> Thats pity that i have no time to play whith povray no more....:(:(
> Woland

http://povray.org/documentation/view/3.6.1/105/

-- 
William Tracy
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|w|t|r|a|c|y|@|c|a|l|p|o|l|y|.|e|d|u|
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You know you've been raytracing too long when you can remember back to a 
time when you thought raytracing was a guy named Ray sitting at a desk 
tracing.
Ken Tyler


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From: Warp
Subject: Re: Playing with radiosity
Date: 4 May 2007 15:59:42
Message: <463b90ae$1@news.povray.org>
Woland wrote:
> Hello. And what happened if we don't use any light sources? only radiosity
> with more ambient emmiting objects?

  Rendering will probably take like 50 hours and still look like
crap. :P


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From: Lukas Winter
Subject: Re: Playing with radiosity
Date: 4 May 2007 16:32:41
Message: <pan.2007.05.04.20.32.39.804661@removeit.geloescht.net>
Am Fri, 04 May 2007 12:55:55 -0400 schrieb Woland:

> Warp <war### [at] tagpovrayorg> wrote:
> 
> 
>>   I used area lights, of course.
>>
>>
> Hello. And what happened if we don't use any light sources? only radiosity
> with more ambient emmiting objects? i think that time of render could be
> very long but result could be very realistic.... Thats pity that i have no
> time to play whith povray no more....:(:( Woland

You'd have to use very (very) high quality blurred reflection to get
highlights back. Photon tracing would be impossible. There are renderers,
where all light sources are objects at the same time, but POV-Ray will
lose a lot of its features if we don't use light_source.


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From: Alain
Subject: Re: Playing with radiosity
Date: 4 May 2007 19:55:02
Message: <463bc7d6$1@news.povray.org>
Lukas Winter nous apporta ses lumieres en ce 04-05-2007 09:11:
>> If your shadows from area_light looks banded or grainy, the cause is a to
>> sparce aray of components. Try with larger values, then add adaptive N
>> (start with 0 and increase as needed if you get artefacts) to use adaptive
>> sampling that will greatly accelerate the rendering.
>> I commonly use aray of 17*17 or 33*33, even 65*65 without to much slowing.
>> If the area_light is surrounded by several objects, it's effect will vary
>> accordingly to the relative positions. Use circular orient to emulate a
>> spherical light.
> 
> I wasn't saying anything about banded area light shadows.
> Unfortunately, increasing the resolution of the grid won't change how
> POV-Ray calculates highlights. Some people have tried using a grid of area
> lights instead.
It works, but that aray must be somewhat spherical if you want to replace 
circular orient.

-- 
Alain
-------------------------------------------------
A day without sunshine is like, night


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