[Radiance-general] Area lights breaking up?
Ian Tester
ian at testers.homelinux.net
Wed Aug 24 23:36:06 CEST 2005
On Wed, 24 Aug 2005 08:27:00 -0700
Greg Ward <gregoryjward at gmail.com> wrote:
> (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
Thanks for that info. I tried your texfunc suggestion but it didn't seem to
be giving the effect I was after. Then I read about "plastic" in
materials.ps:
If the surface roughness (a5) is zero or the specularity (rs) is
greater than the threshold (ts) then a ray is traced in or
near the mirror direction.
So I set -st to just below the specularity of the balls (0.05) and set
their roughness to the value I wanted (0.03). This gave a better effect and
seemed faster. I'm still using the texfunc modifier on a dielectric
material I need to match with the plastic (the transparent window over the
numbers on the billiard balls). So thanks for that.
bye
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