pumecobann opened this issue on Jun 20, 2004 ยท 204 posts
PJF posted Sat, 03 July 2004 at 3:20 PM
Onto 'technical' stuff (which I would have continued with if I'd known the thread was still active). Heh, "aren't quite" getting what I want(ed) in the radiosity room render doesn't quite explain it. It was driving me mad. The basis - surfaces bouncing light off each other - was there, but one side of a cube primitive would hardly reflect at all, while after rotation, the other side would reflect like crazy. Then a box would 'leak' light, so I'd try putting another box inside it, and so on. That whole scene was a 'fix', in the sense that every material and object had to be tweaked individually to get somewhere near the look of the "Cornell Box" render it was supposed to look like. http://graphics.ucsd.edu/~henrik/images/cbox.html It was all True Ambience, but nowhere near cut the mustard (and needed a lot more than 'fine tuning' ;-)). It wasn't a case of being able to apply consistent settings in a logical manner. The Venus probe image was much more successful and straightforward. I spent more time on the atmospheric effects than I needed to spend on the True Ambience. Having some clue as to what's involved, I can honestly say that I'm very impressed indeed with your renders above. They may not be very exciting images in themselves (which is perhaps behind some others' reactions), but the way the light behaves is way ahead of anything I could achieve. The falloff in the corners is beautiful, very realistic (and usefully illustrated by the mono renders). I note with some wry amusement the nifty 'caustic' reflections off of the reflective materials in your scenes. I spent a lot of time trying to convince folks that there was a form of caustics available in Bryce, so it's nice to see it illustrated so cleanly here.