POV-Ray : Newsgroups : povray.binaries.images : Heightfield terrain and water : Re: Heightfield terrain and water Server Time
20 May 2024 12:46:51 EDT (-0400)
  Re: Heightfield terrain and water  
From: Thomas de Groot
Date: 26 Sep 2023 10:59:37
Message: <6512f1d9@news.povray.org>
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


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.