trueSpace Radiosity Tests
1st Radiosity tests:
The first two rows are the final product. I probably should have reduced the sun light more but I got tired of this test and learned what I wanted to learn. I settled on using quality of 1. After a while I found that convergence was set at 99 and because of the cryptic name I didn't realize that is the percentage at which the radiosity solution quits. Much of the action happens around 99.96% so that was too low. I set it to 100 so I can just quit the solution when the test renders look good. I found the light spots on the floor did not render unless I quad-divided it and the more I did the better the square shapes looked. I found when I turned up the sky light too high the detail near the bottom front of the roof would disappear like it was smoothed out of existence. I had to keep in below one sixth on the slider. I think the sun was set at two thirds on the slider, probably too bright as the results seem to show. I found a quality setting of only 1 gave me a usable solution as early as 40 steps or so. But continued to reveal detail in the ceiling right up to 99.99 percent which was up between 5,000 and 8,000 steps. So for some uses radiosity can be quick. For new users it is worth noting that I consistently had to wait almost 8 minutes before the radiosity solution showed 1 step completed, but after that the counter started going up faster than 1 step per second on my PIII 500. While it was doing that first step doing a CTRL-ALT-DEL would show trueSpace not responding. This does not always mean a program is not working (locked up) especially in trueSpace which seems to do this in several cases. Busy and not answering your calls.
The third row shows why I needed radiosity, direct light, and sky light to illuminate the important parts of the model. I could have gone without ray tracing and added fill lights but to get the whole model just right would have been a real pain. If you are doing animation you can use this to create a lighting reference of how things should look so you have something to compare to when you place fill lights for simple ray tracing.
2nd Radiosity tests. Focusing on what radiosity
does to bumps maps:
3rd Radiosity tests including my fake radiosity trick:
3rd Radiosity test conclusions:
In the future I will probably choose radiosity where bump mapping is not important and ray tracing with area lights or light arrays to produce soft shadows when bump maps DO matter. Later I hope to tame the wild beast that is shadow mapping and turn it away from the dark side of The Force.
This whole odyssey has taken way more time than I expected, partly because my desire to use models instead of simple shapes for my testing. But I think the models served the purpose of showing me where and why I would want certain characteristics in my light and shadows so it was probably worth the extra time. These test also left me a bit depressed that CG is not as far along as I had previously thought. I would much prefer to put up an object I call a sun and have its light behave like a real sun in every way unless I desire something different. Now that I know better how much will be wrong with my images I am less excited about producing them even though I now know enough to make them much better.
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