POV-Ray : Newsgroups : povray.binaries.images : Into the Wild : Re: Into the Wild Server Time
12 May 2024 18:06:29 EDT (-0400)
  Re: Into the Wild  
From: Thomas de Groot
Date: 16 Aug 2020 03:10:29
Message: <5f38dbe5$1@news.povray.org>
Op 15/08/2020 om 13:02 schreef William F Pokorny:
> 
> OK. I found to create/save radiosity results I had to use "+rfRad.sav 
> +rfo". To use the samples I had to use "+rfRad.sav +rfi".

Ah! So it is the .sav extension that is mandatory. I used .inc but that 
did not work apparently. The wiki is silent about this and I think it 
should be mentioned there and wherever the .sav is needed. The use of 
+rfo and +rf1 in this context also needs some more explanation.

> 
> Further, as shown in the top row of the attached image the "+rfRad.sav 
> +rfo" result on the left is not identical to the "+rfRad.sav +rfi" 
> results in the middle. Any two +rfo, +rfi renders are identical.

OK. Having done a bit of experimentation of my own now, I see that using 
"+rfRad.sav +rfo" for the first run, and then "+rfRad.sav +rfo +rfi" for 
all continuations, results in a - visually - seamless render (see 
attachment where I continued several times randomly). VERY good indeed! 
Thanks Bill, for this insight.

> 
> The perhaps helpful news, when comparing a complete "+rfRad.sav +rfi" 
> render on the left bottom to one which had be stopped and continued 
> every two render block rows in the bottom middle, the results are 
> closer. The issue is still there, but the effect is not as pronounced.
> 
> This is with your radiosity block - always sample is off. It looks as if 
> even loading radiosity samples some radiosity calculation / smaller 
> number of rays are shot. Didn't explore whether there was some way to 
> better suppress some/all of these and so get a closer match on 
> continuation.
> 
> If you're using radiosity and think you might stop and start your 
> render, using save radiosity samples is for that render is better, but 
> not a complete fix/workaround.
> 

Indeed, but as I said above, visually, the render /looks/ faultless and 
this is a workable solution.

Thanks again indeed for your help, Bill. I am glad we brought this 
little bug to light.

-- 
Thomas


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