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"fidos" <fid### [at] wanadoo fr> wrote:
> "nemesis" <nam### [at] gmail com> wrote:
> > "fidos" <fid### [at] wanadoo fr> wrote:
> > > > Yes, here it is, a wonderful scene to test lighting schemes full of nice
> > > > geometry and materials:
> > > >
http://news.povray.org/povray.binaries.scene-files/thread/%3C453f8a68%40news.povray.org%3E/?ttop=260158&toff=50
> > >
> > > Funny because I arready used it to play. Here a pure result at low res ans
> > > stopped after a few iteration.
> >
> > hah! I deserve it... :P
>
> Sorry for this affront...
hey, no problem. I was just kidding. I put the source there for anyone to play
with. You dropped the main light_source, right? But if I remeber correctly, I
used about 5 for recursion_limit. Your front walls seem too dark, which lead
me to wonder if there is too low bouncing steps going on...
> Here a more carefull rendering of the scene. The bunny
> on the floor is interesting with the 2 soft shadows due to the 2 windows.
yes, well, it's really not visible in the original scene because I'd put a big
point light right before the doors/windows/whatever. But the double shadows
from radiosity calculations is visible in the wall dividing the scene, which is
in shadow alone.
BTW, I think there's no way around it: path tracing gets noise, radiosity gets
patches... :P
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