POV-Ray : Newsgroups : povray.binaries.animations : SciFi: Preview 01+: Imperial Carrier SENECA Server Time
3 Jul 2024 02:30:40 EDT (-0400)
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From: Tom York
Subject: Re: SciFi: Preview 01+: Imperial Carrier SENECA
Date: 24 May 2006 14:50:00
Message: <web.4474a9dcc90de8f47d55e4a40@news.povray.org>
"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote:

> thanks a lot for your information. I still hope some of the POV-Ray
> developers have a chance to read this posting and will decide in the future
> to offer a solution which is not affected by ambient values and the other
> factors causing this flickering.

I don't believe this is a technical problem with POVRay. All the global
illumination methods that I'm aware of will suffer with small, bright
objects in animations because the sampling required to resolve them is so
high. Hence why professional studios, as far as I know, only recently
started using global illumination in special effects shots, because it
always takes ages (and then I think it's only ILM who did this).

The radiosity-using changes I suggested might decrease the contrast of the
flicker, but it will still be there and will probably still be quite
noticable. One final way to improve the sampling would be to use a method
mentioned before on these groups. Look into the save_file and load_file
radiosity options. I think if you move only the camera, *not* the ship or
other scene objects in your animation, then you can run through the
animation adding radiosity samples to a file using save_file somehow
(although I don't know the details). That might reduce the flicker a bit, I
don't know. Large areas of your ship will still be lit by windows, though.

I said before that radiosity for this sort of scene doesn't normally give
you much you can't achieve in other ways, all of them quicker to render.
What do you feel you're gaining from it in this case? The same results might
be achievable in other ways.


Tom


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