POV-Ray : Newsgroups : povray.newusers : Very big time difference of a render : Re: Very big time difference of a render Server Time
19 May 2024 15:25:21 EDT (-0400)
  Re: Very big time difference of a render  
From: Alain
Date: 27 Jun 2013 20:32:03
Message: <51ccd983$1@news.povray.org>

> "Mr" <nomail@nomail> wrote:
>>> My version of the exporter is based on the official version, I didn't write a
>>> code from a blank sheet, but... the official version seeks to tie the Povray
>>> parameters to the Blender parameters that absolutely irrationally and doesn't
>>> allow to use all capacity or Povray force
>>
>> The current implementation tied to blender parameters is only the first step,
>> what you are trying to do is the second step of what is planned for the exporter
>> development. the two steps are supposed to remain, just like you could convert
>> Blender Internal Material for Luxrender with its exporter AND also do native Lux
>> textures.
>>
>> For this to work, the current "translation" code needs not to be broken, so more
>> features would stay available. Your discarding all that was previously done to
>> make your version from scratch makes us do double work instead of teaming up.
>>
>> However I do understand that you want to be free to make your own workflow, I
>> hope you'll get everything in place soon so that maybe I can stop developing and
>> focus at last on creating nice images.
>>
>> Note that the idea of the current exporter is not only to get access to all
>> POV-Ray's features, but also to use blender interface and workflow as a shortcut
>> to some advanced cases that would be cumbersome to code in POV-Ray such as
>> specular mapping, or try using blender's presets for subsurface scattering with
>> POV and you'll see what I mean as well.
>>
>> In any case, thanks for keeping up the good work.
>
> I not against cooperation with you.
> I do this work quicker to receive full-function addon.
> Therefore I ask questions on this site.
> It is important to me to know that can achieve and that it is impossible.
> Nobody prompted to me how to bypass defect: long time with bad quality when
> using media scattering with mesh2.
> I am inclined to replace mesh with povray object "superellipsoid"
> I will involve for this purpose the Blender boolean modifier
> When I learn the potential, we will be able to talk about cooperation.
> But, I support creation of the separate interface for Povray in Blender.
> Otherwise many parameters remain unused. They will prevent the user to be guided
> and find the necessary.
> You don't need to stop the work, I always watch development of the official
> version.
> Ahead still there is a lot of work
>
> Due to the problem of media scattering with photons there is a new question.
>  From a floor on a wall light which color is reflected is set by the reflection
> parameter, but really the floor can have multi-color reflection which as I
> understood, it is impossible to set.
>
>
>
>

Often, when using photons with media, you get "fringes" effects that may 
look like interference patterns. It's the most visible when the 
direction of the photons is perpendicular to the viewing direction.
This have nothing to do with any mesh or mesh2: It can apens for all 
primitives used as container. A simple workaround is to add jitter with 
a value between 0.5 and 1 to the photons block in the glabal_settings 
section.

Whenever you use any mesh/mesh2 with media, you need to make sure that 
it's totaly closed. Any opening can cause some problems.
(internaly, mesh and mesh2 are absolutely identical as they differ 
/only/ in the way they are represented in the source code)

If a mesh object is surrounded by media, is totaly or partialy 
transparent AND you don't want any media inside, you need to use version 
3.7 RC7 or later and add "inside_vector" followed by a direction vector.
This also allow the mesh to be used in a difference or intersection by 
making it "solid".
If a mesh have an inside_vector and need to contain some media, it need 
the "hollow" option.

Only if your mesh shape reflect that of a superellipsoid, it can be a 
possible substitution.

If you want to have reflected photons that change according to the 
colour of what it reflect uppon, you can add "metallic", optionaly 
follower by a float ranging from 0 to 1.
This will tint the reflection by the colour of the surface. It will 
affect ALL reflection from that surface, not just that of photons.

Strictly speaking, reflection demand a colour vector. If you only 
provide a single float, it get internaly promoted to a gray RGB vector.
If you use a texture_map for something, each individual textures used 
can have a reflection of a different colour that is independent from 
that of the pigment.
For reflection, it's encouraged to use the new syntaxe:
reflection{Min_Value [Max_Value] [fresnel] [metallic [float]] [falloff 
float] [exponent float] }

The parameters in square brackets are all optionals.

Min_Value and Max_Value allows for variable reflection.
fresnel activate the fresnel equation for variable reflection. If 
fresnel is used with only a single value, Min_Value is set to zero. It 
works with the ior provided in an interior block.
With metallic, the pigment influence the colour of the reflection. The 
optional float controll the pigment contribution.


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