POV-Ray : Newsgroups : povray.beta-test : Experimental tonemapping Server Time
19 Mar 2024 00:34:22 EDT (-0400)
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From: Jaime Vives Piqueres
Subject: Re: Experimental tonemapping
Date: 10 Apr 2016 17:17:40
Message: <570ac2f4$1@news.povray.org>
El 10/04/16 a las 17:02, clipka escribió:
>> So here's the deal: Get the thing, test the shit out of it and
>> enjoy! :)
>
> Hmm... no takers yet? Or is that just the spring weekend dragging
> people outside?
>

   Just tried it for noise:

   tonemapping {
     parameters { red,green,blue }
     function(r,g,b) { r*f_granite(g*image_width,b*image_height,0) }
     function(r,g,b) { g*f_granite(r*image_width,b*image_height,0) }
     function(r,g,b) { b*f_granite(r*image_width,g*image_height,0) }
   }

   I don't know if I've used it correctly there, but looks nice without
aa. With aa it loses most of the noise (and a later conversion to jpg
makes it almost unnoticeable). I guess that's one of the things that
will do better with the future post-aliasing "postprocesing" feature.

--
jaime


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From: Jaime Vives Piqueres
Subject: Re: Experimental tonemapping
Date: 11 Apr 2016 06:29:15
Message: <570b7c7b@news.povray.org>
El 10/04/16 a las 23:17, Jaime Vives Piqueres escribió:
>    Just tried it for noise:

   Ok, ditch that one, these work better:

   // RGB noise
   tonemapping {
     #declare noise_amount=0.05;
     parameters { red,green,blue,x,y }
     function(r,g,b,x,y) 
{r-f_granite(.1+x*image_width,y*image_width,0)*noise_amount+f_granite(.4+x*image_width,y*image_width,0)*noise_amount}
     function(r,g,b,x,y) 
{g-f_granite(.2+x*image_width,y*image_width,0)*noise_amount+f_granite(.5+x*image_width,y*image_width,0)*noise_amount}
     function(r,g,b,x,y) 
{b-f_granite(.3+x*image_width,y*image_width,0)*noise_amount+f_granite(.6+x*image_width,y*image_width,0)*noise_amount}
   }

   // B&W noise
   tonemapping {
     #declare noise_amount=0.05;
     parameters { red,green,blue,x,y }
     function(r,g,b,x,y) 
{r-f_granite(.1+x*image_width,y*image_width,0)*noise_amount+f_granite(.2+x*image_width,y*image_width,0)*noise_amount}
     function(r,g,b,x,y) 
{g-f_granite(.1+x*image_width,y*image_width,0)*noise_amount+f_granite(.2+x*image_width,y*image_width,0)*noise_amount}
     function(r,g,b,x,y) 
{b-f_granite(.1+x*image_width,y*image_width,0)*noise_amount+f_granite(.2+x*image_width,y*image_width,0)*noise_amount}
   }

   Also, I found a solution for the pre-aa problem : don't use aa, but 
focal blur. :)

--
jaime


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From: Jaime Vives Piqueres
Subject: Re: Experimental tonemapping
Date: 11 Apr 2016 07:48:06
Message: <570b8ef6$1@news.povray.org>
El 10/04/16 a las 17:02, clipka escribió:
>> So here's the deal: Get the thing, test the shit out of it and enjoy! :)

   // vignetting
   #declare vignetting_amount=0.3;
   #declare f_vignette=
   function{
     pigment{
       spherical
       color_map{
         [vignetting_amount rgb 0]
         [1 rgb 1]
       }
     }
   }
   tonemapping {
     #declare noise_amount=0.05;
     parameters { red,green,blue,x,y }
     function(r,g,b,x,y) {r*f_vignette(x-.5,y-.5,0).gray}
     function(r,g,b,x,y) {g*f_vignette(x-.5,y-.5,0).gray}
     function(r,g,b,x,y) {b*f_vignette(x-.5,y-.5,0).gray}
   }


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From: Jaime Vives Piqueres
Subject: Re: Experimental tonemapping
Date: 11 Apr 2016 07:49:37
Message: <570b8f51$1@news.povray.org>
El 11/04/16 a las 13:48, Jaime Vives Piqueres escribió:
>      #declare noise_amount=0.05;

   Oops... that's a leftover from previous test, you can delete it.

--
jaime


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From: Jaime Vives Piqueres
Subject: Re: Experimental tonemapping
Date: 11 Apr 2016 14:06:13
Message: <570be795$1@news.povray.org>
El 09/04/16 a las 04:33, clipka escribió:
> So here's the deal: Get the thing, test the shit out of it and enjoy!
> :)
>

   Ok, first suggestion: how about a way to accumulate several effects,
perhaps using multiple tonemapping{} statements?

--
jaime


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From: clipka
Subject: Re: Experimental tonemapping
Date: 11 Apr 2016 15:00:10
Message: <570bf43a$1@news.povray.org>
Am 11.04.2016 um 20:06 schrieb Jaime Vives Piqueres:

>   Ok, first suggestion: how about a way to accumulate several effects,
> perhaps using multiple tonemapping{} statements?

Jotted down on the to-do list for future versions.

The present implementation is driven by the following goals:

(1) Achieve "gamma complete" status in 3.7.1 proper; to this end, it
seems necessary to provide _some_ mechanism by which users can effect
"artistic gamma" without having to misuse any of the existing technical
gamma handling mechanisms.

(2) At all costs avoid implementing a dedicated "artistic gamma" feature
that would become obsolete just one version later.

(3) Keep the first implementation simple to avoid excessively stalling
the release of 3.7.1 proper (*).


(* Sorry, no -- it's still too soon to hold your breath. Most notably
there's still plenty of work to do on the inbuilt help of the Windows
version.)


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From: Tim Riley
Subject: Re: Experimental tonemapping
Date: 12 Apr 2016 00:45:10
Message: <570c7d56$1@news.povray.org>
A simple question from a simple mind: what #version statement needs to 
be used? It's gagging on the "tonemapping" statement.

On 4/10/2016 9:02 AM, clipka wrote:
> Am 09.04.2016 um 04:33 schrieb clipka:
>> An experimental version supporting tonemapping can now be found at:
>>
>> https://github.com/POV-Ray/povray/releases/tag/v3.7.1-alpha.8558038%2Bav124
> ...
>> So here's the deal: Get the thing, test the shit out of it and enjoy! :)
>
> Hmm... no takers yet? Or is that just the spring weekend dragging people
> outside?
>


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From: clipka
Subject: Re: Experimental tonemapping
Date: 12 Apr 2016 15:04:34
Message: <570d46c2$1@news.povray.org>
Am 12.04.2016 um 06:44 schrieb Tim Riley:
> A simple question from a simple mind: what #version statement needs to
> be used? It's gagging on the "tonemapping" statement.

As far as the tonemapping statement is concerned, the experimental
version doesn't care what "#version" statement you use.

If you post the scene that gives you the error message, I should be able
to tell you whether it is a problem with the scene or a problem with the
version of POV-Ray you're using.


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From: Tim Riley
Subject: Re: Experimental tonemapping
Date: 13 Apr 2016 19:16:15
Message: <570ed33f$1@news.povray.org>
Thanks for the offer, but I went back to your original email then looked 
at my code a twentieth time and realized that I had placed the 
tonemapping code /after/ the global_settings block instead of inside it. 
I just got a 4K monitor and the font size is a little smaller than I'm 
used to. I'm going to have to either increase the font size, or pay 
closer attention.

On 4/12/2016 1:04 PM, clipka wrote:
> Am 12.04.2016 um 06:44 schrieb Tim Riley:
>> A simple question from a simple mind: what #version statement needs to
>> be used? It's gagging on the "tonemapping" statement.
>
> As far as the tonemapping statement is concerned, the experimental
> version doesn't care what "#version" statement you use.
>
> If you post the scene that gives you the error message, I should be able
> to tell you whether it is a problem with the scene or a problem with the
> version of POV-Ray you're using.
>


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From: clipka
Subject: Re: Experimental tonemapping
Date: 14 Apr 2016 05:51:10
Message: <570f680e$1@news.povray.org>
Am 14.04.2016 um 01:16 schrieb Tim Riley:
> Thanks for the offer, but I went back to your original email then looked
> at my code a twentieth time and realized that I had placed the
> tonemapping code /after/ the global_settings block instead of inside it.
> I just got a 4K monitor and the font size is a little smaller than I'm
> used to. I'm going to have to either increase the font size, or pay
> closer attention.

That's why I have my 4K divided across two displays ;)

In software development there's no substitute for /physical/ screen real
estate.


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