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Op 25-9-2023 om 16:42 schreef Chris R:
> A while back, (July actually), I had mentioned that I was rendering a scene on a
> big multi-processor server. The scene was created by generating an image map
> for the terrain, and modeling it as an isosurface treating the image as a
> heightfield. I then added in a sea, a raft, and some crates floating on the
> water.
>
> The rendering is 1920x1080, very high anti-aliasing settings, and very detailed
> radiosity settings. It finished 5 days ago while I was on vacation. Here is
> the summary output:
>
> ----------------------------------------------------------------------------
> Render Statistics
> Image Resolution 1920 x 1080
> ----------------------------------------------------------------------------
> Pixels: 2626329 Samples: 39348223 Smpls/Pxl: 14.98
> Rays: 217018915 Saved: 14080837 Max Level: 10/10
> ----------------------------------------------------------------------------
> Ray->Shape Intersection Tests Succeeded Percentage
> ----------------------------------------------------------------------------
> CSG Intersection 15425335120 3141422415 20.37
> CSG Union 15425335120 3230265453 20.94
> Isosurface 58726964545 20544073426 34.98
> Isosurface Container 64835402022 58872333276 90.80
> Isosurface Cache 197763 142 0.07
> Mesh 202928875 202928758 100.00
> Sphere 189405535387 81155901845 42.85
> Bounding Box 1532537787747 754640197288 49.24
> ----------------------------------------------------------------------------
> Isosurface roots: 58659402950
> Function VM calls: 19127723381339
> ----------------------------------------------------------------------------
> Media Intervals: 39020599651 Media Samples: 375672022941 (9.63)
> Shadow Ray Tests: 61251494093 Succeeded: 45924870608
> Shadow Cache Hits: 21833521
> Reflected Rays: 59614334 Total Internal: 254037
> Refracted Rays: 28747738
> Transmitted Rays: 30300931
> ----------------------------------------------------------------------------
> Radiosity samples calculated: 704767 (0.63 %)
> discarded due to low quality: 16
> retained for re-use: 704751
> Radiosity samples reused: 111961780
> Radiosity sample rays shot: 56381360
> Radiosity octree nodes: 66553
> Radiosity octree samples/node: 10.59
> Radiosity blocks examined: 100696927850
> Radiosity blocks passed test 0: 100696927850 (100.00 %)
> Radiosity blocks passed test 1: 24302952231 (24.13 %)
> Radiosity blocks passed test 2: 15586132111 (15.48 %)
> Radiosity blocks passed test 3: 1166923119 (1.16 %)
> Radiosity blocks passed test 4: 687023123 (0.68 %)
> Radiosity blocks passed test 5: 647393076 (0.64 %)
> Radiosity blocks rejected: 100049534774 (99.36 %)
> ----------------------------------------------------------------------------
> Radiosity Depth 0 calculated: 704767 (0.63 %)
> Radiosity Depth 0 reused: 111961780
> Radiosity Depth 0 rays shot: 56381360
> ----------------------------------------------------------------------------
> Radiosity (final) calculated: 702430 (0.62 %)
> Radiosity (final) reused: 111960854
> Radiosity (final) rays shot: 56194400
> ----------------------------------------------------------------------------
> Pass Depth 0 Total
> ----------------------------------------------------------------------------
> 1 151 151
> 2 519 519
> 3 1667 1667
> Final 702430 702430
> ----------------------------------------------------------------------------
> Total 704767 704767
> Weight 0.142
> ----------------------------------------------------------------------------
> ----------------------------------------------------------------------------
> Render Time:
> Photon Time: No photons
> Radiosity Time: 0 hours 5 minutes 18 seconds (318.983 seconds)
> using 64 thread(s) with 19470.589 CPU-seconds total
> Trace Time: 1725 hours 48 minutes 48 seconds (6212928.610 seconds)
> using 64 thread(s) with 387130191.433 CPU-seconds total
> POV-Ray finished
>
> The terrain is interesting, but I'm not real happy with it. The water came out
> fantastic, (IMHO). I'm not sure I'll do anything like this again, as I'm sure I
> nearly melted the server for 2+1/2 months to finish...
>
>
> -- Chris R.
Wow! I remember your mention of a looong render ;-) Very extreme indeed;
I don't think I shall ever do something like that. The result however,
is worthwhile. The scene is suitably alien I should think: the water
seems to be something a bit different from terrestrial seawater
(intentional?) and I like the landscape as it is. Something you might
want to explore if you want to reduce the needle sharp landscape erosion
which, I guess, originates with the image_map you generated. Drastically
smoothing that image might do the trick I believe, even if done locally
and/or to different degrees,
in order to keep some interesting features.
--
Thomas
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