![](/i/fill.gif) |
![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
(Yes I realy do like playing with radiosity :)
After saving radiosity data, and then loading it with identical scene, the
output image is little different. The image that loads data renders about
x6 faster (count=300 error=1) and looks a little bit nicer that image that
where outputet when saving radiosity.
I would like to have same quality with create+sava radiosity version and
with load radiosity version - but to save more time (I want to do
animation).
And Yes, I do use always_sample 0 :
in save version :
save_file "rad2"
// load_file "rad2"
// always_sample 0
and next I'm re-rendering it with :
// save_file "rad2"
load_file "rad2"
always_sample 0
Another question - what excly data are stored in radiosity file ?
It is save to move camera around, but I quess it will be NOT safe if camera
will i.e. move to another room - or if it will view surfaces not visible
while saving radiosity ?
And - can I change light's _colors_ (not position), like
light_source { <0,0,0> color rgb <clock,0,1-clock> }
or
sphere { 0 100 pigment { color rgb x*clock } finish { ambient 1 } }
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Rafal 'Raf256' Maj wrote:
>
> [...]
>
> And Yes, I do use always_sample 0 :
> in save version :
> save_file "rad2"
> // load_file "rad2"
> // always_sample 0
> and next I'm re-rendering it with :
> // save_file "rad2"
> load_file "rad2"
> always_sample 0
>
You should have a look at the documentation of 'always_sample'. using
'always_sample off' disables gathering new samples during final trace.
It's fairly obvious the result looks different.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Christoph Hormann <chr### [at] gmx de> wrote in
news:3D80EC7C.FC38D53D@gmx.de
>
>
>> And Yes, I do use always_sample 0 :
>> in save version :
>> save_file "rad2"
>> // load_file "rad2"
>> // always_sample 0
>> and next I'm re-rendering it with :
>> // save_file "rad2"
>> load_file "rad2"
>> always_sample 0
> You should have a look at the documentation of 'always_sample'. using
> 'always_sample off' disables gathering new samples during final trace.
> It's fairly obvious the result looks different.
I read it, so I quess I missinterpretate this part.
I want for clock==0 - gather samples, gather in final phase, and save all
samples
else :
laod data, do not gather enything, just use loaded data
or loaded data isn't enought to skip entire gathering - it is only some
kind of optimization for speed-up gathering ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
Rafal 'Raf256' Maj wrote:
> I would like to have same quality with create+save radiosity version and
> with load radiosity version - but to save more time (I want to do
> animation).
From my experience, in the "load version" you must specify the same
error_bound and recursion_limit used on the "save version", because these
values are apparently overridden and set again to defaults (and used for
the calculations too).
--
Jaime Vives Piqueres
La Persistencia de la Ignorancia
http://www.ignorancia.org
Post a reply to this message
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |
|
![](/i/fill.gif) |
| ![](/i/fill.gif) |
|
![](/i/fill.gif) |