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I don't know if it's a bug or a (strange I must say) feature. The docs say
that 100 dispersion_samples or up are needed for very smooth results: but
how much RAM do you need?! I did some simple tests with ONE simple sphere
and ONE simple lightsource. The results were quite discouraging:
without dispersion: peak memory used: 607 kb
dispersion_samples 7: peak_memory used: 3.7 MB
dispersion_samples 20: peak_memory used: about 50 MB!
I tried with dispersion_samples 100, but had to stop after many minutes of
swapping.
It looks like the (real) photons count is somehow related to the
dispersion_samples: the greater is this value the greater the number of
photons stored.
What is more, as you increase the dispersion_samples value the caustics
start to look brighter and brighter (no matter how many-few photons you're
using) and thus quite unrealistic.
Here's the sample code I played with:
global_settings
{
max_trace_level 10
photons {count 200000 autostop 0}
}
#declare Location = <-2, 3, -4>;
#declare Look_at = <0, 0, 0>;
camera
{
location Location
look_at Look_at
}
sky_sphere { pigment { rgb <0.6, 0.8, 1> } }
light_source
{ <4, 5, -5>
rgb <1, 1, 1>*2.5
fade_power 2
fade_distance 5
}
plane { y, 0
pigment {color rgb <1, 1, 1>}
finish { ambient 0 diffuse 0.5 specular 0.2 roughness 0.015 reflection
0.2 }
}
sphere {
y,1
scale <0.5,1,0.5>
pigment {rgbf 1}
finish {ambient 0 diffuse 0.05 specular 1 roughness 0.003 reflection
{0.1,1 fresnel on} conserve_energy}
interior {
ior 1.5
fade_power 1000
fade_distance 1.5
fade_colour color rgb <0.35, 0.42, 0.85>
dispersion 1.1 dispersion_samples 20
}
photons {target reflection on refraction on collect off}
}
//-------
POV-Ray 3.5 beta 7 both compiles. Athlon Windows ME.
--
Jonathan.
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In article <3bfad725@news.povray.org>, jrg### [at] hotmailcom says...
> What is more, as you increase the dispersion_samples value the caustics
> start to look brighter and brighter (no matter how many-few photons you're
> using) and thus quite unrealistic.
Yep. I already reported this bug a while ago.
I wonder why it hasn't been fixed yet. The solution is probably as easy
as dividing a brightness/color value through the value of
dispersion_samples?
Lutz-Peter
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