
Using Radiosity Adaptive Subdivision
The
new releases of Autodesk® VIZ 2006 and Autodesk®
3ds Max® 7 include the use of
adaptive subdivision in creating radiosity solutions. In
order to create the lighting of a scene, VIZ/MAX calculates the
intensity for discrete points in the environment by subdividing the
original surfaces into elements which are part of a radiosity mesh.
This rollout allows you to determine whether you want a mesh or not,
and to specify the size of the mesh elements in world units. For
quick tests, you might want to turn off the mesh globally. The scene
will look flat, but the solution will still give you a quick
impression of the overall brightness.
The finer the mesh resolution is, the more accurate the lighting
detail will be. But there is a trade-off in time and memory.
As the radiosity solution is refined through meshing, you'll also
have to adjust the parameters, the Refine Iterations, and the
Filter values to approach an ideal lighting scenario. And
while it's possible to accomplish meshing globally, in which all
objects are meshed using the same setting, it's seldom an efficient
method. The objects that contribute most to the bounced
lighting usually require the smallest mesh size, and the objects
that contribute little to the overall lighting can be meshed at a
greater size or not at all.
Here's a
short tutorial to get you started.
Open this file
room W table 01a.zip, process the radiosity, and render.
See image 1
Now set up Adaptive Subdivision. Open the radiosity dialog, go
to the meshing rollout, make sure it's enabled, and then click on
Use Adaptive Subdivision. (Notice that when you enable
adaptive subdivision, the parameters for Shoot Direct Lights are
enabled.) Keep all the remaining parameters the same, hit
Update & Continue, and render again. See image 2.
Look at the mesh on the wall. It's a bit subdivided, but not
enough. Play with the numbers. Make Min Mesh Size = 4",
and reprocess. Not much has changed. Contrast will
define how much light difference in a face is needed for it to be
subdivided. The lower the contrast, the more you subdivide.
Change the contrast to 50 and reprocess your solution. Now you
see some more mesh under the table and behind it on the wall.
See image 3.
Now let's add detail. Make Max Mesh = 40", Min = 2", and
Contrast = 40. You get a finer shadow, but now you get some
artifacts. See image 4. (You can override the
subdivision settings in this group from the Advanced Lighting panel
of the Object Properties dialog. This allows you to have a different
mesh resolution on some objects. For example, you might want to have
a finer mesh on an important wall surface that you know will have a
lot of detail. To display the Object Properties dialog, right-click
a selected object and choose Properties from the quad menu.)
In order to remove artifacts, set refine iterations (All Objects) to
2 and hit continue. (Notice you do not have to reprocess the
entire solution this time.) To further remove the artifacts,
increase your Direct and Indirect light filtering to 2 or 3. See image 5.
This should get you started.
TIPS:
(1) A tight meshing is not necessary when you use regathering.
(2) Make sure your material reflectance is not too high. (You
can enable the display of a material's reflectance from the Preference
Settings dialog.)
Typically, the reflectance of a material should never be greater than
85%. this is an unusually high value that will lead to poor-quality
renderings. In the real world, even the whitest wall reflects no more
than 80% of the light it receives.
In general, the best way to adjust this is to reduce the HSV Value (V)
of a material color; or, for a bitmapped material, reduce the RGB Level.
In some situations, changing the type of material to Advanced Lighting
Override can improve the appearance of the radiosity solution.
(If this material type doesn't show up in your Material/Map Browser,
click on Compatible with Renderer instead of Compatible with both
Renderer and Tool Palette. These settings are included within a
rollout in all Architectural material types.) Advanced Lighting
Override material should be applied only when it is necessary because
the original material is first calculated then those values are
overridden with the adjusted values, using valuable computer resources.
(3) If the object mesh is well constructed using shared
vertices, the Refine Iterations option will have less effect on the
quality than models that aren't constructed as well.
(4) Adjusting exposure control is an important function
throughout the radiosity rendering process. You'll continually
make adjustments to exposure control as you're making other changes that
affect lighting.
Here are a couple of images rendered with various radiosity parameter
settings I've written about here (click on image for a larger view):