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From: Thomas de Groot
Subject: Re: Realistic indoor radiosity - I still don't get it!
Date: 17 Nov 2011 03:11:57
Message: <4ec4c1cd@news.povray.org>
Everything has already been said above I guess, still allow me a few 
thoughts:

- Hildur's radiosity settings are intended for version 3.6 and megapov, 
NOT 3.7 RC3.

- For the latest image of a similar scene to yours (see the attachment) 
and which I believe is satisfyingly illuminated inside and outside, I 
use the following settings:

Radiosity:
   radiosity {
     pretrace_start 0.08
     pretrace_end   0.004
     count 100
     nearest_count 10, 5
     error_bound 1
     recursion_limit 2
     low_error_factor .3
     gray_threshold 0.0
     minimum_reuse 0.015
     maximum_reuse 0.1
     brightness 1
     adc_bailout 0.01/2
     normal off
     media off
     always_sample off
   }

As sunlight (only lightsource) I use the LightSysIV system:
   #include "CIE.inc"
   #declare SunColor     = Blackbody(6500)*2;

My skysphere is a simple sphere with the following finish:
   finish {emission 1 diffuse 0}

Typically, the finish of the textures shown here are as follows:
material {
   texture {
     uv_mapping
     pigment{srgb <0.9,0.9,0.9> transmit  0/100}
     finish {
       specular 0.1
       roughness 0.00286312
       ambient rgb <0.00,0.00,0.00>
       diffuse 0.8
       brilliance 1
       reflection{0.0}
       conserve_energy
     }
   }
}

I hope this helps. Particularly, check out the gamma settings like 
Clipka told you in his message! This is essential with version 3.7.

Thomas


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Attachments:
Download 'at the jackal.png' (624 KB)

Preview of image 'at the jackal.png'
at the jackal.png


 

From: Jörg 'Yadgar' Bleimann
Subject: Re: Realistic indoor radiosity - I still don't get it!
Date: 17 Nov 2011 15:27:30
Message: <4ec56e32@news.povray.org>
High!

On 17.11.2011 09:11, Thomas de Groot wrote:
> Everything has already been said above I guess, still allow me a few
> thoughts:
>
> - Hildur's radiosity settings are intended for version 3.6 and megapov,
> NOT 3.7 RC3.
>
> - For the latest image of a similar scene to yours (see the attachment)
> and which I believe is satisfyingly illuminated inside and outside, I
> use the following settings:
>
> Radiosity:
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.004
> count 100
> nearest_count 10, 5
> error_bound 1
> recursion_limit 2
> low_error_factor .3
> gray_threshold 0.0
> minimum_reuse 0.015
> maximum_reuse 0.1
> brightness 1
> adc_bailout 0.01/2
> normal off
> media off
> always_sample off
> }

I tried this (see below) - and simply was stunned: few artifacts and 
FAST! However, one problem remains: increasing gray_threshold doesn't 
help this time, the shadows remain bluish! Where do I find a 3.7 manual 
to look it up (no, I don't have the Windows version)?

> As sunlight (only lightsource) I use the LightSysIV system:
> #include "CIE.inc"
> #declare SunColor = Blackbody(6500)*2;

Currently I only use a cheap point light sun...

> My skysphere is a simple sphere with the following finish:
> finish {emission 1 diffuse 0}

I instead use a proper sky_sphere with a gradient y from almost white 
cyan to rgb <0, 0.3, 1>!

> I hope this helps. Particularly, check out the gamma settings like
> Clipka told you in his message! This is essential with version 3.7.

Once more my question: where do I find a 3.7 manual?

See you in Khyberspace!

Yadgar


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Attachments:
Download '2011-11-17 port whatmough residential building 1, take 274 - view from north, 2011 thomas de groot radiosity (modified).' (28 KB) Download '2011-11-17 port whatmough residential building 1, take 283 - inside kitchen, looking west into atelier, 2011 thomas de g' (22 KB)

Preview of image '2011-11-17 port whatmough residential building 1, take 274 - view from north, 2011 thomas de groot radiosity (modified).'
2011-11-17 port whatmough residential building 1, take 274 - view from north, 2011 thomas de groot radiosity (modified).

Preview of image '2011-11-17 port whatmough residential building 1, take 283 - inside kitchen, looking west into atelier, 2011 thomas de g'
2011-11-17 port whatmough residential building 1, take 283 - inside kitchen, looking west into atelier, 2011 thomas de g


 

From: Jim Holsenback
Subject: Re: Realistic indoor radiosity - I still don't get it!
Date: 17 Nov 2011 16:12:36
Message: <4ec578c4$1@news.povray.org>

> Once more my question: where do I find a 3.7 manual?

http://wiki.povray.org/content/Documentation:Contents

This is our most up to date documentation ... all the RC4 changes are 
here but for what you're looking for it will do!


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From: Jim Holsenback
Subject: Re: Realistic indoor radiosity - I still don't get it!
Date: 17 Nov 2011 19:37:44
Message: <4ec5a8d8@news.povray.org>
On 11/17/2011 04:12 PM, Jim Holsenback wrote:

>> Once more my question: where do I find a 3.7 manual?
>
> http://wiki.povray.org/content/Documentation:Contents
>
> This is our most up to date documentation ... all the RC4 changes are
> here but for what you're looking for it will do!

an after thought ... take a peek in /usr/local/share/doc/povray-3.7


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From: Thomas de Groot
Subject: Re: Realistic indoor radiosity - I still don't get it!
Date: 18 Nov 2011 03:05:49
Message: <4ec611dd$1@news.povray.org>


> I tried this (see below) - and simply was stunned: few artifacts and
> FAST! However, one problem remains: increasing gray_threshold doesn't
> help this time, the shadows remain bluish! Where do I find a 3.7 manual
> to look it up (no, I don't have the Windows version)?

The bluish hue comes from the sky. I think that in RL the same happens, 
only we unconsciously compensate for it :-) In my image this also 
happens by the way. Like me, you can reduce its effect by (1) creating 
(e.g. white) objects around your house, blocking the horizon and part of 
the sky. Where they are not visible by the camera, simple screens may 
do. This is a simple trick I learned from Hildur by the way. 
Alternatively, you can make the sky less blue; (2) you can increase the 
light's intensity which will drown out the sky hue to some measure; (3) 
If you want to use the LightSys IV system you can control the way in 
which horizon and/or overhead atmosphere influence the sunlight.

Like Jim says below, there are the online docs for 3.7 to browse through ;-)

>> My skysphere is a simple sphere with the following finish:
>> finish {emission 1 diffuse 0}
>
> I instead use a proper sky_sphere with a gradient y from almost white
> cyan to rgb <0, 0.3, 1>!

Obviously, my code was not complete. My complete sky code is:

sphere { <0, 0, 0>, 1
   pigment {
     gradient y
     color_map {
       [0.0 rgb <0.6,0.7,1.0>]
       [0.7 rgb <0.0,0.1,0.8>]
     }
   }
   finish {emission 1 diffuse 0}
   scale 5*10e4
   inverse
}


Thomas


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Realistic indoor radiosity - I still don't get it!
Date: 18 Nov 2011 04:28:09
Message: <4ec62529@news.povray.org>
High!

On 18.11.2011 09:05, Thomas de Groot wrote:

> Obviously, my code was not complete. My complete sky code is:
>
> sphere { <0, 0, 0>, 1
> pigment {
> gradient y
> color_map {
> [0.0 rgb <0.6,0.7,1.0>]
> [0.7 rgb <0.0,0.1,0.8>]
> }
> }
> finish {emission 1 diffuse 0}
> scale 5*10e4
> inverse
> }

Meanwhile, before I even tried this, I tried to modularize my scene 
script (which started to become difficult to handle, at 1,800 lines of 
code) by placing the radiosity, pigment, finish and texture definition 
in separate files - and instantly messed up the code completely!

Your sophisticated radiosity is gone (though I did not change 
anything!), instead I once more got some dull, contrastless rendering!

I obviously am too stupid to learn anything from any mistake...

I'm about to catch the next time machine to some Nazi death camp and get 
myself gassed... I HATE MYSELF FOR BEING SO DYSFUNCTIONAL!!!

Or is there anyone among you who would like to kill me? I'm totally fed 
up with myself!!!

UARGH!!!!


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From: Thomas de Groot
Subject: Re: Realistic indoor radiosity - I still don't get it!
Date: 18 Nov 2011 07:20:54
Message: <4ec64da6$1@news.povray.org>


> Meanwhile, before I even tried this, I tried to modularize my scene
> script (which started to become difficult to handle, at 1,800 lines of
> code) by placing the radiosity, pigment, finish and texture definition
> in separate files - and instantly messed up the code completely!

Building a scene from modules is a good way to go instead. It is 
something I often do myself. Learning from past errors: I always start 
from a copy of the original scene :-) I know perfectly well what you are 
going through.
However, you can best leave the radiosity statement in the main scene 
file along with all general things like the light, the sky, etc, and 
include the texture definitions from an external file.

> I obviously am too stupid to learn anything from any mistake...

Don't hate yourself. Shit happens, like they say...

>
> I'm about to catch the next time machine to some Nazi death camp and get
> myself gassed... I HATE MYSELF FOR BEING SO DYSFUNCTIONAL!!!
>
> Or is there anyone among you who would like to kill me? I'm totally fed
> up with myself!!!

Before you go, or before the next hitman makes an appointment with you, 
just take a beer and consider life without POV-Ray ;-)

>
> UARGH!!!!

Now, that should have relieved you! Yell again!

Thomas


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From: Cousin Ricky
Subject: Re: Realistic indoor radiosity - I still don't get it!
Date: 18 Nov 2011 13:30:01
Message: <web.4ec6a36c4ccf544d85de7b680@news.povray.org>
=?ISO-8859-1?Q?J=F6rg_=27Yadgar=27_Bleimann?= <yaz### [at] gmxde> wrote:

> I obviously am too stupid to learn anything from any mistake...

I don't believe you.

Look back at your personal Web site.  You confess to having lots of setbacks and
mistakes over the years trying to model Afghanistan.  And you learned.

You can do it again.  Just give it more time and effort.

> I'm about to catch the next time machine to some Nazi death camp and get
> myself gassed... I HATE MYSELF FOR BEING SO DYSFUNCTIONAL!!!

I hope you're just kidding.  If not, then please see a doctor.

> Or is there anyone among you who would like to kill me? I'm totally fed
> up with myself!!!

If we kill you, then you'll *never* learn about radiosity.  Plus, we'll lose a
fellow POV-Ray user.

This too, shall pass.

Sleep on it.


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From: Robert McGregor
Subject: Re: Realistic indoor radiosity - I still don't get it!
Date: 18 Nov 2011 18:30:01
Message: <web.4ec6ea0b4ccf544d94d713cc0@news.povray.org>
=?ISO-8859-1?Q?J=F6rg_=27Yadgar=27_Bleimann?= <yaz### [at] gmxde> wrote:
> However, one problem remains: increasing gray_threshold doesn't
> help this time, the shadows remain bluish! Where do I find a 3.7 manual
> to look it up (no, I don't have the Windows version)?

Shadows actually /are/ bluish on a sunny day with clear blue sky, and your sky
is very blue; I think the radiosity is taking that into account, just as in the
real world.

Try changing your sky color to red and see if you get red shadows...

Cheers,
Rob
-------------------------------------------------
www.McGregorFineArt.com


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From: Jörg 'Yadgar' Bleimann
Subject: Re: Realistic indoor radiosity - I still don't get it!
Date: 19 Nov 2011 16:24:17
Message: <4ec81e81$1@news.povray.org>
Hi(gh)!

Am 18.11.2011 19:26, schrieb Cousin Ricky:

> I don't believe you.
>
> Look back at your personal Web site.  You confess to having lots of setbacks and
> mistakes over the years trying to model Afghanistan.  And you learned.

But my learning curve is very, very flat... when I compare myself to 
those whizkids who know PoV-Ray barely for a year and come up with 
sophisticated scenes, then I really would like to kill not myself (I'm 
even too phlegmatic for suicide!), but to delete all PoV-Ray 
applications and project data and from now on content myself with 
watching TV and drinking cheap canned beer like all the other underclass 
losers do...

> You can do it again.  Just give it more time and effort.

And that's the problem... I'm not used to giving effort (in any fields 
of life) anymore, effort just HURTS! And when I try and try and try and 
even the 22nd attempt is the same failure as the first, then I wonder 


> I hope you're just kidding.  If not, then please see a doctor.

Fortunately, there are no time machines... and as I mentioned, I'm even 
too dysfunctional to kill myself! If I tried, I probably would totally 
blow the job and instead of simply ceasing to exist (or, the Christian 
version, ending up in Satan's eternal Auschwitz, as I'm no born-again 
turbo-evangelical), I would find myself as a coma patient for years and 
years in some intensive neurology ward...

> This too, shall pass.
>
> Sleep on it.

Not even this works after gallons of strong "programmer's coffee"...

See you in Khyberspace!

Yadgar


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