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"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:ed9khj$k79$1@chho.imagico.de...
> George Pantazopoulos wrote:
>> Website:
>> http://www.gammaburst.net/xrs
>
> I am strongly missing some explanation on how your tools and especially
> your modifications of POV-Ray work. What is the server? What is the
> client? What data is exchanged between both and how (the screenshot
> indicates there is HTTP involved)? What is different about the modified
> version of POV-Ray/MegaPOV and how does it interact with the scripts in
> the package?
>
> This looks like a good approach on network rendering with POV-Ray 3.6
> (although the dependency on nonstandard libs is limiting) but some solid
> documentation would be very important.
>
> BTW you should include the POV-Ray license files with the modified POV-Ray
> source files.
>
>> With valuable feedback from Jaime Vives Piqueres, I fixed a bug in
>> version
>> 2.0.5 where radiosity data was lost in between rendering tiles. Now there
>> are far fewer tiling artifacts when doing radiosity scenes, and they can
>> be
>> eliminated altogether using Jaime's two-pass technique (involves
>> precalculating rad data using a normal version of megapov first)
>
> Now this is unlikely - considering the modifications you made even
> impossible - that you can guarantee tiling artefact free results with
> non-sequential rendering. Running the pretrace for the full image in
> advance will reduce the problems but it will not remove them (try
> comparing two images of two different renders with different tilings and
> you will see).
>
> The newest radiosity patches in MegaPOV can help you minimize the
> differences but without further changes (which will involve performance
> loss) you won't get completely reproducible results in parallel renders
> using radiosity.
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Landscape of the week:
> http://www.imagico.de/ (Last updated 20 Aug. 2006)
> MegaPOV with mechanics simulation: http://megapov.inetart.net/
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