POV-Ray : Newsgroups : povray.binaries.images : Sierpinski Superellipsoids unbiased (60KB) Server Time
15 Nov 2024 08:23:31 EST (-0500)
  Sierpinski Superellipsoids unbiased (60KB) (Message 1 to 5 of 5)  
From: Manuel Kasten
Subject: Sierpinski Superellipsoids unbiased (60KB)
Date: 14 Jun 2008 19:34:25
Message: <48545581@news.povray.org>
I just rendered me a new background image for my desktop PC. I tried it 
with radiosity, but even with rad_def.inc's Radiosity_Final there were 
artifacts left (and it is still not finished, after 2.5 days). So I 
decided to give MCPov a go and try it unbiased. 10 hours later, this is 
the result.

Original render 1680x1050. About 2000 passes in MCPov in 10h. Levels 
retouched an resized with Gimp. Full size hq image in next message.

Manuel Kasten


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From: Manuel Kasten
Subject: Re: Sierpinski Superellipsoids unbiased - hq (600KB)
Date: 14 Jun 2008 19:35:58
Message: <485455de@news.povray.org>
here is the hq.


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From: stbenge
Subject: Re: Sierpinski Superellipsoids unbiased (60KB)
Date: 14 Jun 2008 20:45:46
Message: <4854663a@news.povray.org>
Manuel Kasten wrote:
> I just rendered me a new background image for my desktop PC. I tried it 
> with radiosity, but even with rad_def.inc's Radiosity_Final there were 
> artifacts left (and it is still not finished, after 2.5 days). So I 
> decided to give MCPov a go and try it unbiased. 10 hours later, this is 
> the result.
> 
> Original render 1680x1050. About 2000 passes in MCPov in 10h. Levels 
> retouched an resized with Gimp. Full size hq image in next message.
> 
> Manuel Kasten

Nice render. I remember doing a couple renders of these some time ago. I 
can't find the link. It's interesting to see how Pascal's Triangle works 
in three dimensions.

If you would like another way to achieve high-quality radiosity in the 
official version of POV, I have one that I use sometimes. It's even 
faster in some cases. The idea is to add extra virtual radiosity samples 
for each surface. I do this by adding a slight surface normal to all the 
scene's objects, like so:

  #default{ finish{ambient 0} normal{bumps .5 scale .0001} }

You can then get away with lower radiosity settings:

  #declare global_illumination = on;
  global_settings{
   #if(global_illumination=1)
    radiosity{
     count 30 error_bound .002
     nearest_count 1
     recursion_limit 1
     normal on
     brightness 1
     gray_threshold 0
     adc_bailout 0.1
    }
   #end
  }

Render with high antialising, and it should look fairly smooth:

  +a0.03 +am2 +r3

It's good to have more than a couple ways of accomplishing the same thing.

Sam


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From: Jim Henderson
Subject: Re: Sierpinski Superellipsoids unbiased (60KB)
Date: 15 Jun 2008 00:31:26
Message: <48549b1e@news.povray.org>
Very nice - I wish I could manage textures like that, but they never seem 
to work out quite the way I want.

I really need to spend more time in SDL.

Jim


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From: Mike the Elder
Subject: Re: Sierpinski Superellipsoids unbiased - hq (600KB)
Date: 16 Jun 2008 09:05:00
Message: <web.485664b1bb97ca715a8888d90@news.povray.org>
Manuel Kasten <kasten.@gmx.de> wrote:
> here is the hq.

Nifty Stuff.  This image REALLY wants to be the 3D map for a
"pick-your-path-to-the-top" adventure game. Congrats.

Best Regards,
Mike C.


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