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From: Thomas de Groot
Subject: Eavesdropping WIP - radiosity issues
Date: 14 Sep 2006 11:12:49
Message: <45097171@news.povray.org>
I need your expert comments :-)

This is the first serious render of the scene with radiosity. It is a 2-pass 
job (first gathering radiosity data on an image half the size of this one; 
took about 5+ hours; second pass was just about 45 minutes). There are still 
ugly artifacts visible, especially on the columns. What is the best way to 
go from here? I include the radiosity settings used so far. Normal and media 
are off; Megapov settings were used

Thanks for the help!!

Thomas

//==== start code ====
      radiosity {
        //saving radiosity data:
        #if (RadSave)
          save_file "Oreille2.rad"
          pretrace_start 0.01
          pretrace_end   0.005
          nearest_count 6
          always_sample on
          #if (MPov)
            samples 1
            adaptive 2
            error_bound {0.1 adaptive 1.5, 50}
          #else
            error_bound 0.1
          #end

        //reading radiosity data:
        #else
          load_file "Oreille2.rad"
          pretrace_start 1
          pretrace_end 1
          nearest_count 6
          always_sample off
          #if (MPov)
             samples 1
             adaptive 1
             error_bound {0.1 adaptive 1.8, 20}
          #else
             error_bound 0.1
          #end
        #end

        //common settings:
        low_error_factor 0.5
        gray_threshold 0
        adc_bailout 0.01/2
        minimum_reuse 0.015
        count 150
        brightness 1.0
        recursion_limit 3
        normal Nor
        media Med

      }
//==== end code ====


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From: Skip Talbot
Subject: Re: Eavesdropping WIP - radiosity issues
Date: 14 Sep 2006 13:00:15
Message: <45098a9f$1@news.povray.org>
Is that texturing you added to the columns and tiles or is that the 
artifacting?  If it is, it almost looks like a nice texture.  ;)

Typically I drop the recursion limit down to 1 or 2 and jack the count 
setting way up.  Although a significant portion of your image is in the 
shadow, and with the nooks and crannies in the architecture you are 
using, keeping it at 3 is probably best.  You might want to try 2 and 
see if you can get away with it.  The reason you'd want to lower it is 
to save time, because your count is way too low.  I'd bump up to 1000 at 
least, and at a recursion limit of 3 thats going to take forever.

The biggest factor here might be your error bound.  A value of 0.1 is 
very accurate and requires a very high count (and ages to render). 
Maxing out at 1600 you are still going to see artifacts probably.  I'd 
raise that up to at least 0.5 and you might want to go all the way to 1. 
  Your lighting won't be as accurate but it will be much smoother. 
Remember, as your error bound lowers, the count has to go up.

Nearest count could also be increased to take a few artifacts out.

Skip


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From: Tim Nikias
Subject: Re: Eavesdropping WIP - radiosity issues
Date: 14 Sep 2006 13:07:08
Message: <45098c3c@news.povray.org>
Thomas de Groot wrote:
> I need your expert comments :-)
> 
> This is the first serious render of the scene with radiosity. It is a 2-pass 
> job (first gathering radiosity data on an image half the size of this one; 
> took about 5+ hours; second pass was just about 45 minutes). There are still 
> ugly artifacts visible, especially on the columns. What is the best way to 
> go from here? I include the radiosity settings used so far. Normal and media 
> are off; Megapov settings were used

Well, what I usually do when using the two-pass method, is to use a 
lower error_bound on the first pass, and double or quadruple (always 2 
with an exponent attached) the error_bound on the loading pass. What 
this does is average more of the samples together, in effect smoothening 
the radiosity results somewhat. Of course this leads to loss of details, 
but detailed errors are smoothened away as well. You could have a look 
at my website as well, I've experimented a little with radiosity some 
time back:
http://www.nolights.de/projects/radiosity/radiosity.html

Hope that helps, even if just a little.

Regards,
Tim

-- 
aka "Tim Nikias"
Homepage: <http://www.nolights.de>


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From: St 
Subject: Re: Eavesdropping WIP - radiosity issues
Date: 14 Sep 2006 13:27:54
Message: <4509911a@news.povray.org>
"Skip Talbot" <Ski### [at] aolcom> wrote in message 
news:45098a9f$1@news.povray.org...
> Is that texturing you added to the columns and tiles or is that the 
> artifacting?  If it is, it almost looks like a nice texture.  ;)

    That's what I wanted to say! Really, I admire Thomas' work, but I too 
have no experience with Rad, and consequently, don't know what an 'artifact' 
is. When they're spoken of, I always find it hard to see what the author is 
seeing.

      I actually see this image as an improvement on the last one. It looks 
good to me.

       ~Steve~


> Skip


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From: Christoph Hormann
Subject: Re: Eavesdropping WIP - radiosity issues
Date: 14 Sep 2006 15:15:04
Message: <eec9lp$llh$1@chho.imagico.de>
Thomas de Groot wrote:
> I need your expert comments :-)
> 
> This is the first serious render of the scene with radiosity. It is a 2-pass 
> job (first gathering radiosity data on an image half the size of this one; 
> took about 5+ hours; second pass was just about 45 minutes). There are still 
> ugly artifacts visible, especially on the columns. What is the best way to 
> go from here? I include the radiosity settings used so far. Normal and media 
> are off; Megapov settings were used

I don't understand your use of the MegaPOV adaptive error_bound - if you 
use it in the first pass you will loose control over the accuracy of the 
radiosity data taken and stored.  Furthermore using tighter settings in 
the final pass will increase the number of samples taken there (and 
using always_sample off at the same time could lead to low quality).

I would try to decrease recursion_limit to 2 and use the saved time to 
improve quality if that does not change the appearance too much.

Christoph

-- 
POV-Ray tutorials, include files, Landscape of the week:
http://www.imagico.de/ (Last updated 20 Aug. 2006)
MegaPOV with mechanics simulation: http://megapov.inetart.net/


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From: dlm
Subject: Re: Eavesdropping WIP - radiosity issues
Date: 14 Sep 2006 16:06:30
Message: <4509b646$1@news.povray.org>
Thomas,
I'm curious about this fascinating scene...
  lateen rigged caravel
  collosal greco/roman pillars
  traditional chinese laborer's hat
Where? When?

DLM

"Thomas de Groot" <t.d### [at] internlnet> wrote in message 
news:45097171@news.povray.org...
>I need your expert comments :-)
>
> This is the first serious render of the scene with radiosity. It is a 
> 2-pass job (first gathering radiosity data on an image half the size of 
> this one; took about 5+ hours; second pass was just about 45 minutes). 
> There are still ugly artifacts visible, especially on the columns. What is 
> the best way to go from here? I include the radiosity settings used so 
> far. Normal and media are off; Megapov settings were used
>
> Thanks for the help!!
>
> Thomas
>
> //==== start code ====
>      radiosity {
>        //saving radiosity data:
>        #if (RadSave)
>          save_file "Oreille2.rad"
>          pretrace_start 0.01
>          pretrace_end   0.005
>          nearest_count 6
>          always_sample on
>          #if (MPov)
>            samples 1
>            adaptive 2
>            error_bound {0.1 adaptive 1.5, 50}
>          #else
>            error_bound 0.1
>          #end
>
>        //reading radiosity data:
>        #else
>          load_file "Oreille2.rad"
>          pretrace_start 1
>          pretrace_end 1
>          nearest_count 6
>          always_sample off
>          #if (MPov)
>             samples 1
>             adaptive 1
>             error_bound {0.1 adaptive 1.8, 20}
>          #else
>             error_bound 0.1
>          #end
>        #end
>
>        //common settings:
>        low_error_factor 0.5
>        gray_threshold 0
>        adc_bailout 0.01/2
>        minimum_reuse 0.015
>        count 150
>        brightness 1.0
>        recursion_limit 3
>        normal Nor
>        media Med
>
>      }
> //==== end code ====
>
>


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From: Thomas de Groot
Subject: Re: Eavesdropping WIP - radiosity issues
Date: 15 Sep 2006 02:48:55
Message: <450a4cd7@news.povray.org>
"St." <dot### [at] dotcom> schreef in bericht news:4509911a@news.povray.org...
>
> "Skip Talbot" <Ski### [at] aolcom> wrote in message 
> news:45098a9f$1@news.povray.org...
>> Is that texturing you added to the columns and tiles or is that the 
>> artifacting?  If it is, it almost looks like a nice texture.  ;)
>
>    That's what I wanted to say! Really, I admire Thomas' work, but I too 
> have no experience with Rad, and consequently, don't know what an 
> 'artifact' is. When they're spoken of, I always find it hard to see what 
> the author is seeing.
>

Yes, a good question Skip and Steve! I am not sure what it is. I use an 
averaged texture for the columns and I think that partly it is texture what 
you see. But only partly. I suspect them to be mostly artifacts because the 
texture without any radiosity or fancy adds looks much smoother, especially 
at the middle distance.

>      I actually see this image as an improvement on the last one. It looks 
> good to me.
>
Thank you Steve! I thought so too. I always try to put radiosity in because 
the look becomes more natural. However, the render times and the tuning of 
it is really arduous in my experience.

Thomas


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From: Thomas de Groot
Subject: Re: Eavesdropping WIP - radiosity issues
Date: 15 Sep 2006 02:55:38
Message: <450a4e6a$1@news.povray.org>
"Christoph Hormann" <chr### [at] gmxde> schreef in bericht 
news:eec9lp$llh$1@chho.imagico.de...
>
> I don't understand your use of the MegaPOV adaptive error_bound - if you 
> use it in the first pass you will loose control over the accuracy of the 
> radiosity data taken and stored.  Furthermore using tighter settings in 
> the final pass will increase the number of samples taken there (and using 
> always_sample off at the same time could lead to low quality).
>
Thanks Christoph! I had not realised the consequences of the adaptive 
error_bound in the first pass. Quite simply I thought it would - at the same 
time - speed up calculations and increase accuracy! Well well well... Things 
are never as simple as one believes...

> I would try to decrease recursion_limit to 2 and use the saved time to 
> improve quality if that does not change the appearance too much.
>
Yes, the recursion_limit is an issue I have been thinking about. I had 
already tried as a test a value of 1 but that was ugly.

Thanks for your comments. Much appreciated!

Thomas


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From: Thomas de Groot
Subject: Re: Eavesdropping WIP - radiosity issues
Date: 15 Sep 2006 03:10:54
Message: <450a51fe$1@news.povray.org>
"dlm" <me### [at] addressinvalid> schreef in bericht 
news:4509b646$1@news.povray.org...
> Thomas,
> I'm curious about this fascinating scene...
>  lateen rigged caravel
>  collosal greco/roman pillars
>  traditional chinese laborer's hat
> Where? When?
>

He he!! Yes... all that is true. This is an a-historic mixture of elements 
from different cultures and different times.
- The ship in the background is, I believe, a fairly recent (perhaps 19th 
century) Mediterranean ship;
- The ships at the quay are ancient Greek merchant ships. The model is based 
on the one found at Kyrenia (Cyprus).
- Pillars: This is a reconstruction of the Greek temple of Apollo at Dydima 
(Turkey). In fact it is in a state it never was in reality, as the 
construction was never finished after a last earthquake destroyed part of 
the work.
- Chinese hat: yes, or rather: a variation upon the chinese hat;
- one could add: clothings that reminds of the mythical Middle East of 
Haroun Al Rachid;

...So.... it is a story, a myth, a dream... whatever you want... :-)
Still, I feel it important that the elements seem to go together, and blend 
into a credible scene.

Thomas


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From: Thomas de Groot
Subject: Re: Eavesdropping WIP - radiosity issues
Date: 15 Sep 2006 03:17:34
Message: <450a538e$1@news.povray.org>
"Tim Nikias" <JUS### [at] gmxnetWARE> schreef in bericht 
news:45098c3c@news.povray.org...
>
> Well, what I usually do when using the two-pass method, is to use a lower 
> error_bound on the first pass, and double or quadruple (always 2 with an 
> exponent attached) the error_bound on the loading pass. What this does is 
> average more of the samples together, in effect smoothening the radiosity 
> results somewhat. Of course this leads to loss of details, but detailed 
> errors are smoothened away as well. You could have a look at my website as 
> well, I've experimented a little with radiosity some time back:
> http://www.nolights.de/projects/radiosity/radiosity.html
>

Thank you Tim, I shall visit again your site. Everything helps. I try to 
understand what I am doing especially by studying what others have done, 
however with radiosity this is not always easy.

Thomas


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