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Am 10.06.2010 22:04, schrieb Jim Holsenback:
>> No, not jittered light sources, but jittered media samples; someone
>> forget to put that one into the syntax overview of media, but it's
>> mentioned in the inbuilt help, section 3.6.2.2, "Sampling Parameters&
>> Methods" (last paragraph).
>
> default value = 0?
I guess so.
(...digs through sourcecode...)
Yup - at least in 3.7.
BTW, I just notice that the aa_level default is incorrectly stated as 4
in the docs, while according to source code it's actually 3.
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Am 10.06.2010 22:49, schrieb Dave Blandston:
> =?ISO-8859-1?Q?J=F6rg_=27Yadgar=27_Bleimann?=<yaz### [at] gmx de> wrote:
>> Yes, you should set the y value of Rot_Ghurghusht (line 552) to 150!
>
> Nope, that wasn't it...
Unfortunately some of the terrain-generating patterns give different
results in POV-Ray 3.7 (at least the crackle).
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> And I wonder what makes the water (gleaned from Christoph
> Hormann's pages) reflect a blue sky even when it should be as black as
> pitch...
For this, the culprit is the "preliminary sea floor", having an ambient
of 0.05 (and a blue pigment).
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From: Jörg 'Yadgar' Bleimann
Subject: Re: Ghurghusht: artifacts at dawn
Date: 10 Jun 2010 22:48:25
Message: <4c11a3f9@news.povray.org>
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High!
On 06/10/2010 05:04 PM, clipka wrote:
> No, not jittered light sources, but jittered media samples; someone
> forget to put that one into the syntax overview of media, but it's
> mentioned in the inbuilt help, section 3.6.2.2, "Sampling Parameters &
> Methods" (last paragraph).
O.k., I tried this (see attached image) - now it looks somewhat better,
but still not really good. I'll try also intervals 1, samples 50 with
and without jitter, watch out!
See you in Khyberspace!
Yadgar
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Attachments:
Download '2010-06-11 ghurghusht, schmidt lacus with sitara insula, sun 12 degrees below horizon, take 2.jpg' (27 KB)
Preview of image '2010-06-11 ghurghusht, schmidt lacus with sitara insula, sun 12 degrees below horizon, take 2.jpg'
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On 06/10/2010 05:50 PM, clipka wrote:
> Am 10.06.2010 22:04, schrieb Jim Holsenback:
>
>>> No, not jittered light sources, but jittered media samples; someone
>>> forget to put that one into the syntax overview of media, but it's
>>> mentioned in the inbuilt help, section 3.6.2.2, "Sampling Parameters&
>>> Methods" (last paragraph).
>>
>> default value = 0?
>
> I guess so.
>
> (...digs through sourcecode...)
>
> Yup - at least in 3.7.
>
> BTW, I just notice that the aa_level default is incorrectly stated as 4
> in the docs, while according to source code it's actually 3.
cool ... two for the price of one!
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From: Jörg 'Yadgar' Bleimann
Subject: Re: Ghurghusht: artifacts at dawn
Date: 11 Jun 2010 13:42:18
Message: <4c12757a@news.povray.org>
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High!
On 06/10/2010 06:43 PM, Alain wrote:
> intervals must stay at 1, default value.
> Increase the samples to 30 to 50 instead.
I tried intervals 1, samples 50, jitter 0.5... now it looks considerably
better (albeit still slightly streaky, see attached image) but... it
took aaaaaaages to render, some 7 hours and 30 minutes!
See you in Khyberspace!
Yadgar
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Download '2010-06-11 ghurghusht, schmidt lacus with sitara insula, sun 12 degrees below horizon, take 3.jpg' (23 KB)
Preview of image '2010-06-11 ghurghusht, schmidt lacus with sitara insula, sun 12 degrees below horizon, take 3.jpg'
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> I tried intervals 1, samples 50, jitter 0.5... now it looks considerably
> better (albeit still slightly streaky, see attached image)
Maybe some streakiness is caused by mountains?
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High!
On 06/11/2010 07:59 PM, clipka wrote:
> Maybe some streakiness is caused by mountains?
How that? Or do you mean the bright spots on the hills?
See you in Khyberspace!
Yadgar
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> High!
>
> On 06/11/2010 07:59 PM, clipka wrote:
>
>> Maybe some streakiness is caused by mountains?
>
> How that? Or do you mean the bright spots on the hills?
No, I do mean the streakiness in the skies.
Mountains at the terminator block the light at some places, thereby
creating volumetric shadows in the atmospheric media, which might be
percieved as streaks.
I still have no idea about the bright spots on the hills. At present, I
can only imagine that it's some precision problem with the isosurface.
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High!
On 06/11/2010 09:57 PM, clipka wrote:
> I still have no idea about the bright spots on the hills. At present, I
> can only imagine that it's some precision problem with the isosurface.
Increasing isosurface accuracy didn't help, I tried this earlier...
See you in Khyberspace!
Yadgar
Now playing: Lichtermeer (Michael Rother)
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