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Work-in-progress, it evolved from the five simple images I posted earlier,
and slightly inspired from the Duchamp image that Rene Bui presented. I
have a lot of ideas for the rooms, maybe I'll make a series of images based
on this setup. Most textures are image-maps, lights are area lights and
I've used a simple radiosity setup.
H
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Attachments:
Download 'room.jpg' (55 KB)
Preview of image 'room.jpg'
![room.jpg](/povray.binaries.images/attachment/%3Cweb.43cef845a3938dd3324f231f0%40news.povray.org%3E/room.jpg?ttop=443866&toff=4750&preview=1)
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"Cousin Ricky" <ric### [at] yahoo com> wrote:
> "helge_h" <nomail@nomail> wrote:
> > and slightly inspired from the Duchamp image that Rene Bui presented.
>
> Right down to the repeating lumber! ;-)
LOL! Yes, that was the most important thing I took from his image. No,
actually, it was the light switch.
H
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"fls13" <fls### [at] netzero net> wrote:
> Great job! Mind posting the code to your light setup?
Thanks. This is my light/radiosity setup so far, I know I'm going to add
more lights, so it's likely I'll have to adjust it.
// start of code
#local RAD = 1; // 0 = no radiosity, 1 = save, 2 = load
// render a small image with no anti-aliasing in pass 1, full size and aa in
pass 2
global_settings{
assumed_gamma 1.8 // not physically correct, I know, but works best in my
workflow
#if ( RAD > 0 )
radiosity {
#if ( RAD = 1 )
error_bound 0.5 // decrease for better accuracy
count 50 // increase for better accuracy
recursion_limit 2
low_error_factor 1
always_sample off
save_file "radiosity.rad"
#else
error_bound 1 // * 2 or * 4 of error_bound in pass 1
recursion_limit 2
load_file "radiosity.rad"
pretrace_start 1
pretrace_end 1
low_error_factor 1
always_sample off
#end
}
#end
}
#local CeilingLight = light_source { // one in each room
<0, 390, 0>
color rgb <1, 1, 1> * 7.5
area_light
<40, 0, 0> <0, 0, 40>
2, 2
adaptive 0
jitter
fade_distance 50
fade_power 2
}
sky_sphere { // for diffuse light from the sky
pigment {
gradient y
color_map {
[0.0 color rgb <0.8, 0.933, 1.0> * 7.5 ]
[0.7 color rgb <0.42, 0.467, 0.7> * 7.5 ]
}
}
}
#local Sun = light_source { // not correct size and shape of the sun!
<20000, 14000, 0>
color rgb <0.8, 0.933, 1.0> * 1.5
area_light
<0, 2000, 0> <0, 0, 2000>
3, 3
adaptive 0
jitter
// should have added circular keyword here
}
// end of code
The rooms are approx. 400 by 400 units, 400 units high. There's a window in
the middle room, letting in the sunlight.
H
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