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Gilles Tran wrote:
>
> To be fair, POV-Ray default radiosity usually tend to work wonders and when
> the scenes are messy enough, once can get away with very low quality values.
> It's only in a few cases like this is that the radiosity problem seems
> harder to solve for POV-Ray.
We should be fair and note that we probably have hundred times more
experience to set up radiosity in POV than you have in C4D. :-)
I have tried two more renders: the first to get an idea of how the
'correct' solution would look like: count 1600, e-b. 0.1:
http://www.tu-bs.de/~y0013390/files/rad_01z1.png
And the following uses the 'e'-Settings previously mentioned with the
following changes:
- always_sample is on
- count is 600
- the sample direction set is randomly rotated for every sample taken
(based on an idea by Michael Andrews)
- the count value is increased for the final render to 1200 (which
results in the additional samples taken in the parts marked blue in
http://www.tu-bs.de/~y0013390/files/rad_01e2.png
to be gathered with this count value. Of course this is significantly
slower (~11min here) but the result:
http://www.tu-bs.de/~y0013390/files/rad_01g1.png
seems quite comparable to your latest C4D test concerning artefacts.
Note the C4D are much closer to the correct result than this but for a
nice looking image this is not the most important thing.
Some additional notes: Of course these settings are especially tweaked
for this scene - for actual use it would be nice to have settings that
are easy to adjust without doing dozens of test renders. The 'double
count' trick can be simulated in standard POV using a two pass render
and simply changing the count value in the scene file. Of course it
also depends on the low_error_factor technique used - i don't know the
effect if you use it with other values. The random rotation of samples
was originally developed by Michael Andrews for a scene with a linear
light source (neon tube) for which this is a very useful technique. For
many indoor scenes with flat walls this is probably useful although it
also can lead to worse results in other situations.
> What seems certain now is that both POV-Ray and C4D use the same basic
> algorithm. C4D also has an "always_sample off" option (didn't try it). What
> it doesn't have is the equivalent of mosaic preview (it's always like a
> pixel per pixel pretrace). It does have, when the quality is high, a lag
> time before the pretrace starts (POV-Ray does this too). It can do partial
> radiosity renders (in the modelling view only - POV is much more flexible
> when it comes to partial renderings, but I'll explain more when I know C4D
> enough to make educated comparisons). I'm not sure how far these comparisons
> can go anyway, because part of the speed difference could very well be
> explained not by a faster radiosity algorithm, but simply by the use of scan
> line.
I am not sure if C4D uses scanline techniques for this kind of render at
all. And if it does it will probably not change much because more than
90% of the time are spent for radiosity calculations and the shadows are
probably raytraced as well. Also note in a real scene with very
detailed geometry the advantages of scanline are lower. Not to mention
reflecting and refraction objects.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______
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