POV-Ray : Newsgroups : povray.binaries.images : Boreal WIP bug Server Time
14 Nov 2024 04:30:39 EST (-0500)
  Boreal WIP bug (Message 1 to 8 of 8)  
From: Norbert Kern
Subject: Boreal WIP bug
Date: 9 Aug 2004 15:55:57
Message: <4117d6cd@news.povray.org>
Hi,
after the encouraging comments on my Breal WIP I changed several things.
in my last WIP before final render Povray showed an unexpected result.
I marked two parts of the picture and included two enlarged detail renders
of these parts.
The third detail render shows the same location and is apparently ok.
In this version I substituted different tree types to show only the same
tree type (like in the version I showed already).
Max_trace_level was set to 200 (Max Level was 82 for a smaller test render).
I used Poseray 3.01 for the conversion of the 3ds trees to pov formate; the
texture definition is always like this:

#declare p_map4=pigment {image_map{png "tex.png" interpolate 2}}
#declare p_map5=normal {bump_map{png "tex.png" bump_size 3 interpolate 2}}

#declare leaf_tex1=
texture{
    pigment{p_map4}
    normal{p_map5}
    finish{specular 0.8 roughness 0.005 ambient 0 diffuse 0.5}
}
#declare leaf_tex2=
texture{
    pigment {color rgbt 1}
    finish{ambient 0}
}
#declare leaf_tex=
texture{
    image_pattern{png "tex_alpha.png"}
    texture_map{
        [0.0 leaf_tex2]
        [0.9 leaf_tex1]
    }
}

The new trees, which obbiously cause the problems, are included as mesh2
files, the first tree is a normal mesh.
The hole scene takes nearly a GB of peak memory, the bug is the same on a P4
XP sytem with 1 GB RAM and on a Athlon-System with WIN2000 and 1.5 GB RAM.
The bug show up at Megapov 1.0 and on 3.5.

Can somebody help me, please?


Norbert Kern


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Attachments:
Download 'boreal_WIP3.jpg' (148 KB) Download 'boreal_WIP3_bug1.jpg' (29 KB) Download 'boreal_WIP3_bug2.jpg' (21 KB) Download 'boreal_WIP3_bug3.jpg' (22 KB)

Preview of image 'boreal_WIP3.jpg'
boreal_WIP3.jpg

Preview of image 'boreal_WIP3_bug1.jpg'
boreal_WIP3_bug1.jpg

Preview of image 'boreal_WIP3_bug2.jpg'
boreal_WIP3_bug2.jpg

Preview of image 'boreal_WIP3_bug3.jpg'
boreal_WIP3_bug3.jpg


 

From: Gilles Tran
Subject: Re: Boreal WIP bug
Date: 9 Aug 2004 17:00:46
Message: <4117e5fe$1@news.povray.org>

news:4117d6cd@news.povray.org...
> Hi,
> after the encouraging comments on my Breal WIP I changed several things.
> in my last WIP before final render Povray showed an unexpected result.
> I marked two parts of the picture and included two enlarged detail renders
> of these parts.
> The third detail render shows the same location and is apparently ok.

Yuck. I've had similar problems before, typically with tree foliage. I
always supposed it had to do with media, meshes and interior problems. Are
the tree leaves "hollow" ? What about the media intervals? Also, try a
clearcut separation between opaque and transparent pigment (using 0.5, 0.5
instead of 0,0.9). Not that it's going to solve things in all cases...
Actually, I tend to post-process all those mesh-related problems when
they're very local: I render a black and white mask, apply it on the final
render to protect what needs to be protected and brush out the naughty bits.

G.

-- 
**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


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From: Jeremy M  Praay
Subject: Re: Boreal WIP bug
Date: 10 Aug 2004 14:25:20
Message: <41191310$1@news.povray.org>
"Norbert Kern" <nor### [at] t-onlinede> wrote in message
news:4117d6cd@news.povray.org...

<snip>

>
> Can somebody help me, please?
>


If I understand correctly, you're using a PNG image with an alpha channel
for the leaves.  I've seen similar things happen when adding generic fog to
a scene (not media).  The fog didn't seem to appear behind the alpha channel
layer.  I basically had a butterfly in the fog.  In my case, I just raised
the level of the fog and that was an acceptable fix for me.  I probably
haven't said anything that you already don't know, but thought it might be
worth mentioning.

Other than this bug, the picture really looks fantastic now!  I hope you can
find a work-around.

-- 
Jeremy
www.beantoad.com


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From: Norbert Kern
Subject: Re: Boreal WIP bug
Date: 10 Aug 2004 16:18:23
Message: <41192d8f@news.povray.org>
"Gilles Tran" <gitran_nospam_@wanadoo.fr> schrieb im Newsbeitrag
news:4117e5fe$1@news.povray.org...

> Yuck. I've had similar problems before, typically with tree foliage. I
> always supposed it had to do with media, meshes and interior problems. Are
> the tree leaves "hollow" ? What about the media intervals? Also, try a
> clearcut separation between opaque and transparent pigment (using 0.5, 0.5
> instead of 0,0.9). Not that it's going to solve things in all cases...
> Actually, I tend to post-process all those mesh-related problems when
> they're very local: I render a black and white mask, apply it on the final
> render to protect what needs to be protected and brush out the naughty
bits.


Oh God, I forgot hollow on the leaves - my fault!
Thanx to you, Gilles; now it works.


Norbert Kern


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From: Norbert Kern
Subject: Re: Boreal WIP bug
Date: 10 Aug 2004 16:23:18
Message: <41192eb6@news.povray.org>
Thanx for your comment - It works now with hollow on for the parts connected
with alpha image maps.
But  it would need a month on my two computers and Povcomp needs time too...

Norbert Kern



"Jeremy M. Praay" <jer### [at] questsoftwarecom> schrieb im Newsbeitrag
news:41191310$1@news.povray.org...
> "Norbert Kern" <nor### [at] t-onlinede> wrote in message
> news:4117d6cd@news.povray.org...
>
> <snip>
>
> >
> > Can somebody help me, please?
> >
>
>
> If I understand correctly, you're using a PNG image with an alpha channel
> for the leaves.  I've seen similar things happen when adding generic fog
to
> a scene (not media).  The fog didn't seem to appear behind the alpha
channel
> layer.  I basically had a butterfly in the fog.  In my case, I just raised
> the level of the fog and that was an acceptable fix for me.  I probably
> haven't said anything that you already don't know, but thought it might be
> worth mentioning.
>
> Other than this bug, the picture really looks fantastic now!  I hope you
can
> find a work-around.
>
> --
> Jeremy
> www.beantoad.com
>
>
>


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From: Marc Jacquier
Subject: Re: Boreal WIP bug
Date: 11 Aug 2004 07:48:08
Message: <411a0778@news.povray.org>

news: 41192eb6@news.povray.org...
> Thanx for your comment - It works now with hollow on for the parts
connected
> with alpha image maps.
> But  it would need a month on my two computers and Povcomp needs time
too...
>
> Norbert Kern
Well, if you are going to enter Povcomp with images of the same fantastic
stuff, please let me know where is that forest so I can go and search
mushrooms in it instead of pulling my hair tweaking a mean Pov-scene.

Marc


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From: Norbert Kern
Subject: Re: Boreal WIP bug
Date: 11 Aug 2004 12:26:23
Message: <411a48af$1@news.povray.org>
"Marc Jacquier" <nos### [at] wanadoofr> schrieb im Newsbeitrag
news:411a0778@news.povray.org...
>
> Well, if you are going to enter Povcomp with images of the same fantastic
> stuff, please let me know where is that forest so I can go and search
> mushrooms in it instead of pulling my hair tweaking a mean Pov-scene.



Lol!
Its ridicously easy to make a not so bad image, if you use trace on 11
different meshes to fake complexity in nature.
For Povcomp, I have to show much more than only that.
By the way, I love the water in your lighthouse series. But I was never able
to reproduce the luminous effect with your example codes, I have to try
harder...
I'm curious to see your entries at Povcomp.

Best wishes
Norbert Kern


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From: Marc Jacquier
Subject: Re: Boreal WIP bug
Date: 12 Aug 2004 02:54:50
Message: <411b143a@news.povray.org>

news: 411a48af$1@news.povray.org...
>
>
> Lol!
> Its ridicously easy to make a not so bad image, if you use trace on 11
> different meshes to fake complexity in nature.
Ok, but I love this fairy atmosphere and lighting.

> For Povcomp, I have to show much more than only that.
> By the way, I love the water in your lighthouse series. But I was never
able
> to reproduce the luminous effect with your example codes, I have to try
> harder...
To get this effect, it is important to have the sunlight coming from behind
the waves.

> I'm curious to see your entries at Povcomp.
I have no idea for a topic yet :-/

Marc


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