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Alain <ele### [at] netscape net> wrote:
> One window pane = 2 trace levels. You may have reatched the max_trace_level.
> Also, each face count against the radiosity recursion_limit.
> Anyway, it's effect is negligeable as the two faces are parallel.
I'm not really sure, if I've understood that, sorry. :)
So I had to use a max_trace_level of 7 instead of 5 and then I wouldn't have to
delete the window glass?
....
> > The plant pots have now two different textures for inside and outside.
> > I put a spot_light and an area light outside, opened the door and changed the
> > texture of the 'box' with the ferns.
> > But I made something wrong. Somehow the candlelights are not visible anymore, it
> > doesn't matter, what I tried to change, they don't look lighted anymore...
> The cause depend on what you use for those. Can you post the code for the candle
> flames? (on povray.binaries.scene-files)
> If you use a media, you may need to add "media on" in the radiosity block.
I'll post it. ;)
Thanks!
I thought it might be a problem, if the light source is surrounded by two sphere
sweeps, so there could be no light? Their texture isn't all transparent...
Don't want to confuse anybody by talking nonsense. ;)
Would it be better to post the whole scene (without image maps)?
Regards
bluetree
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bluetree napsal(a):
> Alain <ele### [at] netscape net> wrote:
>> One window pane = 2 trace levels. You may have reatched the max_trace_level.
>> Also, each face count against the radiosity recursion_limit.
>> Anyway, it's effect is negligeable as the two faces are parallel.
>
> I'm not really sure, if I've understood that, sorry. :)
> So I had to use a max_trace_level of 7 instead of 5 and then I wouldn't have to
> delete the window glass?
> ....
>
>>> The plant pots have now two different textures for inside and outside.
>>> I put a spot_light and an area light outside, opened the door and changed the
>>> texture of the 'box' with the ferns.
>>> But I made something wrong. Somehow the candlelights are not visible anymore, it
>>> doesn't matter, what I tried to change, they don't look lighted anymore...
>> The cause depend on what you use for those. Can you post the code for the candle
>> flames? (on povray.binaries.scene-files)
>> If you use a media, you may need to add "media on" in the radiosity block.
>
> I'll post it. ;)
> Thanks!
> I thought it might be a problem, if the light source is surrounded by two sphere
> sweeps, so there could be no light? Their texture isn't all transparent...
> Don't want to confuse anybody by talking nonsense. ;)
> Would it be better to post the whole scene (without image maps)?
>
> Regards
> bluetree
>
post the flames
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Jan Dvorak <jan### [at] centrum cz> wrote:
> post the flames
Already done. :)
Regards
bluetree
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> To be allowed to post the bsp-files would be fine. I'll do it.
> I have to split them, because the files are together about 2MB in size...
>
Did you try compression?
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Alain escribió:
> The best way to learn about radiosity is to start with a relatively
> simple sample scene using the default values. After that, you experiment
> changing the various parameters, one at the time, and see the effect.
> There are several radiosity sample scenes that come with POV-Ray, try
> them, alter them...
I just do it the lazy way and use rad_def.inc.
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On Mon, 28 Jan 2008 08:16:33 EST, "bluetree" <nomail@nomail> wrote:
>
>To be allowed to post the bsp-files would be fine. I'll do it.
>I have to split them, because the files are together about 2MB in size...
Got them. Thanks.
Regards
Stephen
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bluetree nous apporta ses lumieres en ce 2008/01/28 09:57:
> Alain <ele### [at] netscape net> wrote:
>> One window pane = 2 trace levels. You may have reatched the max_trace_level.
>> Also, each face count against the radiosity recursion_limit.
>> Anyway, it's effect is negligeable as the two faces are parallel.
>
> I'm not really sure, if I've understood that, sorry. :)
> So I had to use a max_trace_level of 7 instead of 5 and then I wouldn't have to
> delete the window glass?
> ....
>
Whenever you have a flat transparent object whose sides are hiden, and that
object is colourless and transparent, you can just remove it.
You need it only if it also reflect something significant. This is the case of
an interior night scene where the window reflect the room's content.
In the original render, the outside is relatively dark and the interior does
have some reflection in the window: leave the glass.
In the second render, the outside is much brighter and would have drownd the
reflection: revove the glass.
When you use radiosity, it's not only the max_trace_level that you need to
increase, you also need to increase recusion_level by 2, as each encoutered
surface count as a recursion_level.
What you can do, is to use the two pass technique.
On the first pass, you remove any weakly contributing transparent object and you
use save_file. You can render this pass with a lower resolution and no aa.
On the second pass, you put back the transparent objects, set "always_sample 0"
and load back the saved data with load_file.
--
Alain
-------------------------------------------------
WARNING: the crumsumpten of alcohol may Mack you tink you kan tpye reel gode
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Alain <ele### [at] netscape net> wrote:
> When you use radiosity, it's not only the max_trace_level that you need to
> increase, you also need to increase recusion_level by 2, as each encoutered
> surface count as a recursion_level.
> --
> Alain
> -------------------------------------------------
> WARNING: the crumsumpten of alcohol may Mack you tink you kan tpye reel gode
Ok, Alain the bar is closing. Put down the drink. (jokingly I hope)
recursion_limit 3 // default 3
// recursion levels are used to calculate the diffuse inter-reflection
recusion_level not a key word.
also
recursion_level not a key word.
I could be wrong about all of this
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alphaQuad nous apporta ses lumieres en ce 2008/01/28 15:17:
> recursion_limit 3 // default 3
> // recursion levels are used to calculate the diffuse inter-reflection
>
> recusion_level not a key word.
> also
> recursion_level not a key word.
>
>
> I could be wrong about all of this
>
OUPS! :( Sory :(
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you tell stories to your kids that
include stuff like "Once there was a polygon mesh who was very sad because he
was only Gourard shaded."
-- Taps a.k.a. Tapio Vocadlo
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Alain <ele### [at] netscape net> wrote:
> alphaQuad nous apporta ses lumieres en ce 2008/01/28 15:17:
>
> > recursion_limit 3 // default 3
> > // recursion levels are used to calculate the diffuse inter-reflection
> >
> > recusion_level not a key word.
> > also
> > recursion_level not a key word.
> >
> >
> > I could be wrong about all of this
> >
> OUPS! :( Sory :(
>
> --
> Alain
> -------------------------------------------------
> You know you've been raytracing too long when you tell stories to your kids that
> include stuff like "Once there was a polygon mesh who was very sad because he
> was only Gourard shaded."
> -- Taps a.k.a. Tapio Vocadlo
No. No. I want to listen to it.
You don't have to stop. I'm happy to learn more. :)
Thanks for your tutoring.
I'll try this two pass. But at first, I'll have to read, how exactly to do that.
;)
("Newbie [me] is bashfully hiding behind a smile")
Regards
bluetree
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