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I am just curious - did someone tried to implement this in POV?
Something like at
http://www-viz.tamu.edu/students/bmoyer/617/ambocc/
Seems to be popular in renderers like a Mental Ray, Lightwave (gMill, I
think).
Big advantage of AO is apllying local as material, usually it probe geometry
only, without lighting or colors, and simply do holes darker, so it can
process a lot of details, very fast....
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It looks a lot like the radiosity algorithm used in POV-Ray setting
the recursion level to 1 and a white sky_sphere.
(The advantage is that POV-Ray can reuse nearby samples thus speeding
up the rendering.)
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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In article <406ca823@news.povray.org>,
"anto matkovic" <ant### [at] matkoviccom> wrote:
> I am just curious - did someone tried to implement this in POV?
> Something like at
> http://www-viz.tamu.edu/students/bmoyer/617/ambocc/
> Seems to be popular in renderers like a Mental Ray, Lightwave (gMill, I
> think).
> Big advantage of AO is apllying local as material, usually it probe geometry
> only, without lighting or colors, and simply do holes darker, so it can
> process a lot of details, very fast....
Looks like a crude form of radiosity, or an odd cross between radiosity
and the proximity pattern. Unlike radiosity, it will have to do the
samples for every evaluation of the pattern, so it will be inefficient
and slow. The results won't be as good quality as actual radiosity,
either, you will have to use a lot of samples to reduce graininess. The
benefit is that you can use it on individual objects, but a better
solution would be to modify radiosity to allow the user to specify which
objects affect it and which objects are illuminated by it.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/
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