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"clipka" <nomail@nomail> wrote:
> "Reactor" <rea### [at] hotmail com> wrote:
> > Well... basically, when you start to run into the 1600 count limit or the count
> > vs patience limit, I've found that some scenes can actually be made to work
> > with a lower count than usual by lengthening the pretrace step and dropping the
> > error bound very low. Since one usually sees splotches when the count is too
> > low for a given error_bound, if the error_bound is dropped low enough, the
> > splotches become very small and distributed such that the shadows and shading
> > start becoming reasonably accurate again.
> > Depending on the scene, this method can work fairly well. I have had some
> > degree of success on scenes that are indoors and involve sharper shadows and
> > rapid changes of light. Outdoor, architectural scenes involving slower changes
> > of light and softer shadows seem to do better with the usual approach.
>
> I see... so what you're basically doing is "de-bundling" the sample rays.
>
> Theoretically this should be somewhat slower, as you probably use the same
> number of sample rays (total, not per sample), and just distribute them more
> evenly across the whole scene, so the lookup will be slowed down.
>
> However, I can also see how this might smoothen the look of the scene.
>
It doesn't smooth it much, actually. I use it for sharp edges and small things
that a larger error bound would miss (i.e. radiosity is largely unaffected by
the addition or removal of the object). In those cases, a small count of very
accurately, possibly widely spaced samples is more visually correct. So far,
it is turning the door into a diffraction grating :(
I have noticed that an error_bound greater than 0.075 leads to the light
"seeping" through the walls. Attached is an image rendered under
3.6.1.icl8win32 with the following radiosity block:
radiosity {
pretrace_start 64/image_width
pretrace_end 1/image_width
count 25
nearest_count 20
error_bound 0.05
recursion_limit 4
low_error_factor 0.5
gray_threshold 0
minimum_reuse 0.01
brightness 1.0
adc_bailout 0.01
always_sample on
}
#end
I am still testing under MegaPov, but so far, this scene looks like it will
require a very high count, which is what I was hoping to avoid.
-Reactor
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