Looks like I'm doing something right with the 3.7 radiosity code...
This scene shows an unlit room, with an almost-but-not-quite closed door,
leading outside into blazing light.
Well, that's what it *should* show. See for yourself what 3.6 and the
3.7.0.beta.29 make of it.
I admit that I didn't use top quality settings for those shots - but compare it
to what *can* be made out of it. Exactly the same scene. Exactly the same lousy
radiosity settings.
Different code though - but not at all optimized for this scene. Just some
changes I thought would be good. I guess they are...
Admittedly, rendering time was significantly higher as well (talking about CPU
power here; wall clock time was actually still lower on an AMD Phenom Quad due
to the multithreading benefit) - but getting 3.6 to the same quality (even with
those remaining "ligt leak" artifacts) would kill. I wonder what my current
version can do with reasonable settings. I used these:
radiosity {
pretrace_start 0.08
pretrace_end 0.004
count 300
nearest_count 10
error_bound 0.15
recursion_limit 3
low_error_factor 0.5
gray_threshold 0
minimum_reuse 1/1024
brightness 1.0
adc_bailout 0.01/2
}
I guess I'll try with a lower minimum_reuse and error_bound (to reduce
"crosstalk" between wall sides), a higher recursion_limit (there's no direct
path for any light ray into this room, so this scene lives from multiple
bounces) and a higher count (to get everything less splotchy)
Boy, I *AM* excited about this one...
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