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radiosity problem


Alpenshiva
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Dear Viz-Pros!

I am about to render a shopping center.

When I try to add radiosity, it seems that the scene is completely destroyed.

My Model is devided into lots of triangles, and the solution looks like caustics and gradient cones in flat planes.

I have attached a picture of my main radiosity settings.

Please can somebody help me!

Thank you and hello from Innsbruck / Austria

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its a while since i've used radiosity so have forgotten many of the details for using.

 

Your model being broken down into triangles is normal for radiosity as it stores lighting values in a mesh (the triangulation that you are seeing) the density of this mesh is controlled by the Meshing Size parameter in the Radiosity Meshing Parameters rollout. The value relates to your scene dimensions setup (if its in mm then 2 means meshing sizes of 2mm, if its cm then 2 means 2cm meshing and so on.

 

I'd suggest that what you've described as being caustics and gradients on flat planes is down to not letting the radiosity solution calculate long enough. Also curved sufaces will need more subdivsion than the flat areas to achieve smooth results. Under the interactive tools section set the filtering to a value of 2 as this aid in smoothing everything out.

 

Hope this helps but i'd have a read of the help file on issues affecting Radiosity. it should give you a better understanding of what the settings are adjusting and which are the most important to work with

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Dear specialists,

 

first of all, thank you for your advice. I am sure this would work on a powerful computer. Unfortunately, my filesize explodes up to 120MB. After 9 hours of calculating radiosity, I stopped at 65%. Then before saving I had a RUNTIME ERROR. I think I have to wait for the next generation of hardware!

Thank you again, Harald!

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you can try to use a much coarser setting for your mesh-subdivison, and then use regather for final rendering. but it will take lots of time to render and you will have to experiment with the settings to get a acceptable speed/quality ratio.

 

another solution would be the new vis2006 which has adaptive mesh-subdivision similar to lightscape and only subdivides the necessary surfaces.

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Try setting mesh density to 1 or 2 meters or higher, then use the regather option. In this case, you don't need any "refine iterations".

 

Otherwise, try with mentalray or the light tracer, both are view dependent methods, but they don't subdivide the geometry and they are more suitable to handle large scenes.

 

 

regards

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