10-06-2020, 09:21 AM
(This post was last modified: 10-10-2020, 11:47 AM by sciroccorics.)
Hi everybody,
To better understand parameters involved in Global Illumination (caustics, photons, radiosity), I've played a bit with the standard Cornell Box model, which requires strong GI simulation to get photorealistic effects. Well, actually I created my own version of the Cornell box, starting from the one I found on oort's website (thanks to him), by adding rounded edges to the two rectangular boxes, in order to better show specular highlights.
Here is the Google Drive link to get the Wings file I built, as well as the rendering results.
The scene is composed of 5 planes made of diffuse materials (red, green or blue for the left, back and right walls respectively, white for the ceiling, light gray for the floor), two boxes with glossy grey material, one pure mirror sphere, one pure glass ellipsoid behaving like a lens, and a single square light at the ceiling. I also added an ambient light so as the OpenGL rendering would not be too dark, but this ambient light is set to black for the PovRay and YafaRay renderings, where I only want physically-based rendering.
I've tried to set material parameters on the PovRay plugin and the Yafaray plugin, to get simular visual effects when using both rendering engines. I attach 4 images of the results I obtained :
- Cornell_POV = Image by PovRay when setting quality mode as "Compute reflected, refracted and transmitted rays"
- Cornell_POV+GI = Image by PovRay when setting quality mode as "Compute media and radiosity" quality setting
- Cornell_YAF = Image by YafaRay when setting lighting mode as "Direct Illumination"
- Cornell_YAF+GI = Image by YafaRay when setting lighting mode as "Global Illumination - Photon Mapping"
As expected, without photons and radiosity, the scenes look very dark with pure black shadows for both rendering engines, while the GI option adds more light everywhere and very convincing color bleedings created by diffuse/glossy interreflections. However, despite my efforts, there are still some strong differences between the results obtained:
- I could not manage to get the area light visible as a white square in PovRay, as it can be done in YafaRay be defining an objet with "Light Material", so the ceiling is not very nicely rendered withPovRay
- The R/G/B color walls appear as very uniformly colored in PovRay, while there is some gradient in YafaRay which seems more correct. On the other hand, the color is a bit "saturated" in YafaRay and show a visible circle on each wall, which is not very realistic
- The glass lens looks much more convincing in YafaRay that in PovRay (altough I use the parameters of the "glass" material from the PovRay material library, and the same index of refraction for both plugins)
- Similarly, the boxes appears as more glossy in YafaRay images than in PovRay ones, though the same specular exponent (50) is used for both plugins
- A strange arfefact is visible in the PovRay images on the bottom corner of the horizontal box
- And finally (maybe the most important), on my computer PovRay computations are about 2 to 5 five times faster that the same image in YafaRay, while YafaRay is usually known to be a "fast" engine. So maybe am I wrong with some of my settings on both plugins.
As Micheus and oort have played a lot with PovRay and YafaRay, so I hope you may show me the parameters that could/should be changed to improve the results.
To better understand parameters involved in Global Illumination (caustics, photons, radiosity), I've played a bit with the standard Cornell Box model, which requires strong GI simulation to get photorealistic effects. Well, actually I created my own version of the Cornell box, starting from the one I found on oort's website (thanks to him), by adding rounded edges to the two rectangular boxes, in order to better show specular highlights.
Here is the Google Drive link to get the Wings file I built, as well as the rendering results.
The scene is composed of 5 planes made of diffuse materials (red, green or blue for the left, back and right walls respectively, white for the ceiling, light gray for the floor), two boxes with glossy grey material, one pure mirror sphere, one pure glass ellipsoid behaving like a lens, and a single square light at the ceiling. I also added an ambient light so as the OpenGL rendering would not be too dark, but this ambient light is set to black for the PovRay and YafaRay renderings, where I only want physically-based rendering.
I've tried to set material parameters on the PovRay plugin and the Yafaray plugin, to get simular visual effects when using both rendering engines. I attach 4 images of the results I obtained :
- Cornell_POV = Image by PovRay when setting quality mode as "Compute reflected, refracted and transmitted rays"
- Cornell_POV+GI = Image by PovRay when setting quality mode as "Compute media and radiosity" quality setting
- Cornell_YAF = Image by YafaRay when setting lighting mode as "Direct Illumination"
- Cornell_YAF+GI = Image by YafaRay when setting lighting mode as "Global Illumination - Photon Mapping"
As expected, without photons and radiosity, the scenes look very dark with pure black shadows for both rendering engines, while the GI option adds more light everywhere and very convincing color bleedings created by diffuse/glossy interreflections. However, despite my efforts, there are still some strong differences between the results obtained:
- I could not manage to get the area light visible as a white square in PovRay, as it can be done in YafaRay be defining an objet with "Light Material", so the ceiling is not very nicely rendered withPovRay
- The R/G/B color walls appear as very uniformly colored in PovRay, while there is some gradient in YafaRay which seems more correct. On the other hand, the color is a bit "saturated" in YafaRay and show a visible circle on each wall, which is not very realistic
- The glass lens looks much more convincing in YafaRay that in PovRay (altough I use the parameters of the "glass" material from the PovRay material library, and the same index of refraction for both plugins)
- Similarly, the boxes appears as more glossy in YafaRay images than in PovRay ones, though the same specular exponent (50) is used for both plugins
- A strange arfefact is visible in the PovRay images on the bottom corner of the horizontal box
- And finally (maybe the most important), on my computer PovRay computations are about 2 to 5 five times faster that the same image in YafaRay, while YafaRay is usually known to be a "fast" engine. So maybe am I wrong with some of my settings on both plugins.
As Micheus and oort have played a lot with PovRay and YafaRay, so I hope you may show me the parameters that could/should be changed to improve the results.
>>> sciroccorics <<<