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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
Post a reply to this message
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'
Preview of image 'boreal_WIP3_bug1.jpg'
Preview of image 'boreal_WIP3_bug2.jpg'
Preview of image 'boreal_WIP3_bug3.jpg'
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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
Post a reply to this message
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"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
Post a reply to this message
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"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
Post a reply to this message
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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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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
Post a reply to this message
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"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
Post a reply to this message
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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
Post a reply to this message
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