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remodelled the chandellier based on one that I have...it's not finished
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Attachments:
Download 'library.jpg' (72 KB)
Preview of image 'library.jpg'
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"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote in
news:3db22dc3@news.povray.org
> remodelled the chandellier based on one that I have...it's not finished
This shurly is nice, but imho very unrealistic (to bright / intensive
photons). I often see this "probelm" with fotons - in real world YOu dont
get so stron / clear color-rainbow, but very delicate rainbow (i.e. colors
<1,.9,.9> <.9,1,.9> etc, instead <1,0,0> <0,1,0>...)
I quess that stronger radiosity will eliminate this probelem ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in
news:Xns### [at] 204213191226
[...]
But ofcourse - this image is beautiful :) How long did it took to render,
what was photons settings ?
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
Post a reply to this message
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Where are all the photons coming from?
- Slime
[ http://www.slimeland.com/ ]
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Rafal 'Raf256' Maj wrote:
> But ofcourse - this image is beautiful :) How long did it took to render,
> what was photons settings ?
Don't remember, couple hours on lowest priority
of course, it's beyond slightly unrealistic...it's silly. but it looked
nice, so I thought I'd share.
settings...default everything except for count which was 50000
the glas has an IOR of 1.00001, caustics 1, dispersion 1.04, samples 50
probably should turn off the caustics and tone down the dispersion
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
Post a reply to this message
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"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in message
news:Xns### [at] 204213191226...
> This shurly is nice, but imho very unrealistic (to bright / intensive
> photons). I often see this "probelm" with fotons - in real world YOu dont
> get so stron / clear color-rainbow, but very delicate rainbow (i.e. colors
> <1,.9,.9> <.9,1,.9> etc, instead <1,0,0> <0,1,0>...)
> I quess that stronger radiosity will eliminate this probelem ?
It's unrealistic because of the light energy being distributed among a small
number of photons. It has nothing to do with radiosity or any kind of
problem with the photon code.
Post a reply to this message
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Timothy R. Cook wrote:
> settings...default everything except for count which was 50000
> the glas has an IOR of 1.00001, caustics 1, dispersion 1.04, samples 50
> probably should turn off the caustics and tone down the dispersion
You should probably increase the count by a couple of magnitudes ;)
Post a reply to this message
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Johannes Dahlstrom wrote:
> You should probably increase the count by a couple of magnitudes ;)
Only problem is 50000 is the limit Moray has for photon count
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
Post a reply to this message
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Timothy R. Cook wrote:
> Only problem is 50000 is the limit Moray has for photon count
Really? That sounds strange, having tens of millions of photons in a scene
is not at all unusual. Perhaps someone should notify the author. If Moray
supports it, you could use spacing instead. Just remember that halving the
spacing value increases the surface photon count four-fold, and media
photon count eight-fold.
Post a reply to this message
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Johannes Dahlstrom wrote:
> Really? That sounds strange, having tens of millions of photons in a scene
> is not at all unusual. Perhaps someone should notify the author. If Moray
> supports it, you could use spacing instead. Just remember that halving the
> spacing value increases the surface photon count four-fold, and media
> photon count eight-fold.
Moray does support spacing, but it has both photon count AND photon
spacing, not either/or, and once you set photon count youc can't set
it back to 0.
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
Post a reply to this message
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