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From: Ronald Chen
Subject: Ball of rings
Date: 29 Nov 2003 05:32:12
Message: <3fc875ac@news.povray.org>
My latest rendering...

I don't know why, but this image took 30 hours to render??

30 hours on a AMD 2100+ XP...but radiosity settings need to be tweaked
probably.


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From: Rafal 'Raf256' Maj
Subject: Re: Ball of rings
Date: 30 Nov 2003 02:59:39
Message: <Xns94435B77CB7ABraf256com@204.213.191.226>
Pyr### [at] shawca news:3fc875ac@news.povray.org

> I don't know why, but this image took 30 hours to render??

This is probably problem with bounding boxes, I quess that vista buffer 
and/or BB don't work very vell with differences (I quess You used 
differences of cones to create rings?)

Probably if You used mesh, or divide each ring into small sectors (each 
having own BB) that might help... BUT it's only imho.


-- 
#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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From: Ronald Chen
Subject: Re: Ball of rings
Date: 30 Nov 2003 06:33:01
Message: <3fc9d56d$1@news.povray.org>
Ah, your probably right!

The rings are made by the difference of 2 spheres and 2 cones (then union
two torus), so the bb must be of the sphere right now...no wonder!

Thanks, I'll try to see if that helps.


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From: Hugo Asm
Subject: My bounding problem?
Date: 30 Nov 2003 12:08:07
Message: <3fca23f7@news.povray.org>
> This is probably problem with bounding boxes,
> I quess that vista buffer and/or BB don't work very vell
> with differences (I quess You used  differences of cones to
> create rings?)

Apropos bounding boxes, does any of you have an idea why my recent rendering
with a few hundred thousand blob components (maybe 300.000) has now taken 70
hours to render in 800x600 and STILL need a few days??  I am completely
stunned! I've split the blob into a grid of 8*8 blocks so that not all
300.000 components needs to be considered for every pixel... But... It's
still so slow?

Maybe I should mention that I'm using focal_blur with 40 samples (not a lot,
but enough) and I'm using pre-calculated radiosity settings.

Regards,
Hugo


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From: Christoph Hormann
Subject: Re: My bounding problem?
Date: 30 Nov 2003 12:32:04
Message: <pllp91-hno.ln1@triton.imagico.de>
Hugo Asm wrote:
> 
> Apropos bounding boxes, does any of you have an idea why my recent rendering
> with a few hundred thousand blob components (maybe 300.000) has now taken 70
> hours to render in 800x600 and STILL need a few days??  I am completely
> stunned! I've split the blob into a grid of 8*8 blocks so that not all
> 300.000 components needs to be considered for every pixel... But... It's
> still so slow?

Splitting the blob components into several objects will usually not 
speed up the render but slow it down.  If all components would have to 
be considered for every pixel you probably would not even have finished 
the first line yet.

> Maybe I should mention that I'm using focal_blur with 40 samples (not a lot,
> but enough) and I'm using pre-calculated radiosity settings.

Then i would not complain.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 25 Oct. 2003 _____./\/^>_*_<^\/\.______


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From: Hugo Asm
Subject: Re: My bounding problem?
Date: 30 Nov 2003 12:49:52
Message: <3fca2dc0$1@news.povray.org>
Thanks,

> Splitting the blob components into several objects will usually not
> speed up the render but slow it down.

The blobs are meant to simulate snow. They are traced randomly to cover an
object. I thought that maybe automatic bounding wasn't very efficient when
so many blob components have random positions. This is only speculation -
but I thought, splitting them into a grid of 8*8 sections that does not
overlap each other, could help to eleminate tests for blobs that are far
away. Even if this doesn't speed up rendering, would it slow things down?

Regards,
Hugo


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From: Rafal 'Raf256' Maj
Subject: Re: My bounding problem?
Date: 30 Nov 2003 13:07:12
Message: <Xns9443C27751F15raf256com@204.213.191.226>
hua### [at] post3teledk news:3fca23f7@news.povray.org

> hours to render in 800x600 and STILL need a few days??  I am completely
> 

Hmm this is quite long,

1) hierarchy is ofcourse *on* as default ?

2) bouning boxes do work? maybe set bounding_threshold to 1 to enforce 
using them


Btw, I do have few ideas about speeding up renderings of most POV 
objects... I hope I'll have time to implement them and they will prove 
usefull :)

One of simplest of thoes ideas - triangulize Your object (trace lots of 
points, then connect them into smooth mesh). It would be nice if POV could
a) done this automaticly
b) ...with calculating normals
c) ...with handling non-continous objects (with holes in them, or with 
totaly not-connected to each other parts)



-- 
#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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From: Hugo Asm
Subject: Re: My bounding problem?
Date: 30 Nov 2003 13:20:47
Message: <3fca34ff$1@news.povray.org>
> 1) hierarchy is ofcourse *on* as default ?

I've checked: yes.

> 2) bouning boxes do work? maybe set
> bounding_threshold to 1 to enforce using them

I needed the docs to explain this keyword but yes, my scene contains 87
frame-level objects so bounding_threshold is on. There are no particular
.ini settings used and also, the sturmian rootsolver is not used.

You have good ideas.

Regards,
Hugo


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From: Shay
Subject: Re: My bounding problem?
Date: 1 Dec 2003 10:46:16
Message: <3fcb6248$1@news.povray.org>
"Rafal 'Raf256' Maj" <spa### [at] raf256com> wrote in message
news:Xns### [at] 204213191226...
| hua### [at] post3teledk news:3fca23f7@news.povray.org
|
| One of simplest of thoes ideas - triangulize Your object (trace lots
of
| points, then connect them into smooth mesh). It would be nice if POV
| could
| a) done this automaticly
| b) ...with calculating normals
| c) ...with handling non-continous objects (with holes in them, or with
| totaly not-connected to each other parts)
|

It would be pretty useless. It is better for you as a user to build
meshing macros based on your specific need than to use a generalized
algorithm. The only situations where a generalized algorithm produces
anything at all reasonable are situations where Pov-Ray primitives,
heightfields, and isosurfaces perform well already.

You or I could write a meshing algorithm specifically for snow, but I
can guarantee that some generalized algorithm like marching cubes would
produce so many triangles that no one would have the RAM to render the
scene.

 -Shay


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From: Hugo Asm
Subject: Re: My bounding problem?
Date: 1 Dec 2003 16:37:58
Message: <3fcbb4b6$1@news.povray.org>
> You or I could write a meshing algorithm specifically for snow

Would probably be a good idea ... maybe even an isosurface would be quicker.
My rendering is *still* running and it's been another 2 days since my last
post. I can see that it's still going to take many hours to complete!
Although I think my image looks nice, it's not worth burning off *that* many
cpu-cycles.

I think, there are some plugins in some commercial modellers that can add
snow or dirt to a mesh.. If anyone knows more about this, I would be
interested since I couldn't find enough information on google.

Regards,
Hugo


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