
Just a little walkthrough on what radiosity can do to a render.
About the scene:
This is a simple box with some extrusions for the incurving where the lights are in.
The lights are photometric lights, D65White, 1500 candelas, the shadows are normal shadow maps with 128px res.
Here you can download the scene: http://uploads.gfxdiary.com/test.rar
And here are the pics:
The whole bunch ‘o’ shizz:
Regather and no shadow maps:
Radiosity and no shadow maps:
No Regather:
No Radiosity:
No radiosity and no shadow map:
The faults in the renders with Radiosity but no regather is because of
the extreme concavity of the objects,
and the normal radiosity solution is vertex lighting based.
As you can see the torusknot (the thing in the middle) has shadows even when shadows are turned off, but with regather on. This is because regather further calculates the indirect light bouncing, and estimates the space under the torus knot to behit with only secondary bounced light. While the actual shadow maps are just simple rendered maps projected from the lights.
Oh and BTW... This is all a result of 3 boring hours in a train ;)
Little note (I have a reason to post it in a new message Bio, don't bite me)
If you add a couple of direct lights and some omnis with soft shadows to the scene with only shadows and no radiosity,
you can get same result as with both radiosity and regather on, in much less time.
Very impressive. You need to go on that train more often so we can all get more 3d goodies from you. ;)
Thanks for the lesson, i'll have a play with the file once i get the new 3dmax
Hmmm, I think the file system is backward compatible, so max 6 could be used too. I know the SDK is. All the old plugins are supported in max 7 too.
Just a note, double posting is allowed but not encouraged ;)
Um.. i thought you will also give us a run down of the major new features in 3dmax7? With some examples and test files. Next train journey put that in the TODO list!
That's some time in 2005 then, sorry to tell you D ;)