[Radiance-general] Area lights breaking up?
Greg Ward
gregoryjward at gmail.com
Wed Aug 24 17:27:00 CEST 2005
(Meant to copy this to radiance-general, but I guess I missed.)
Hi Ian,
This behavior is the same as for Radiance 3.6. (I just checked.)
You can increase the -dj parameter to 1 and get a better result.
Decreasing -ds also helps somewhat, but setting -ds 0 makes it look
unnatural. Increasing the roughness also alleviates the problem --
it's just when you're on the boundary that you'll have trouble.
An alternative is to use a perfectly smooth material modified by a
random texture function that simulates roughness without applying the
BRDF model in Radiance, like so:
# A glossy surface
void texfunc ball_roughness
4 gloss_dx gloss_dy gloss_dz gloss.cal
0
3 0.01 0.01 0.01
ball_roughness plastic white3
0
0
5 0.9 0.9 0.9
0.05 0.0
-Greg
P.S. There are two relevant references for materials in Radiance, as
Rob mentioned:
SIGGRAPH '92: http://radsite.lbl.gov/radiance/papers/sg92/paper.html
Materials reference: http://radsite.lbl.gov/radiance/refer/
materials.pdf
> From: Ian Tester <ian at testers.homelinux.net>
> Date: August 23, 2005 5:11:18 PM PDT
>
> The problem appears to be with the roughness of the plastic. If
> it's set
> to 0, then reflections are shown. As soon as I increase it to as
> much 0.01,
> the plastic is no longer reflective and all we see is the specular
> highlights of the sub-divided area light pieces. Is this the intended
> behaviour? I remember spending quite some time fine-tuning these
> parameters
> to look just the way I wanted. Now nothing I can do will bring back
> the old
> appearance. The billiard balls should be glossy but not too smooth.
>
> I wondered if my problems might be to the mixfuncs and such that I
> use to
> produce the billiard balls. So I made a super simple scene to test
> this
> problem and I get the same results. I've attached it to this email.
> Just
> run rad on the test.rif file.
>
> Here is what I get:
> http://www.ian.testers.homelinux.net/dump/test_main
>
> The left ball has a roughness of 0.01, the one on the right is 0.
>
> And if the mailing list eats the attachment:
> http://www.ian.testers.homelinux.net/dump/spectest.tar.bz2
>
> bye
>
>
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