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> Looked pretty close to me ...
> how did you arrive at: area_light x*0.03*LightDist, z*0.03*LightDist 5,5
> adaptive 3 jitter orient circular
>
Do you realise that adaptive 3 tries to start with a 9 by 9 aray?
adaptive 2 wants to start with a 5x5 aray.
You only get a gain for arays of at least 17x17, and should be beter
with 65x65 or 129x129...
That adaptive setting is like no adaptive at all. The bigest usefull
adaptive for a 5x5 aray is adaptive 1.
Alain
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On 04/20/2011 02:57 PM, stbenge wrote:
> OK. I might start off making only a basic bladed plant.
LOL maybe it should be trees ... All the work I did today was mostly
cosmetic and not worth posting an update for ... I did try to develop a
transition from the 2nd level into the court yard and rejected one or
two things before deciding that it has to be a stairway from the
+z-direction wall to the ground level. I think it'll be more harmonious
with the angle and direction of the light ... I like the shadow play on
the level ups and on up the face of the adjacent structure, also what's
coming through the big arches at the mid-line ... so I'll be forging
ahead with the staircase idea.
This place is huge ... at the stated scale the inside crest of the big
arches are 50ft off the deck ... I think I hear an echo ;-)
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"Samuel Benge" <stb### [at] hotmail com> schreef in bericht
news:web.4daf20da9fd34d3ee691a85d0@news.povray.org...
> Wow, I should check in over there more often. Great work! What are the
> technical
> details of how it operates, if you don't mind my asking, Paolo?
>
> It's one of those things I keep coming back to: how to make irregular
> bricks? A
> very interesting, but difficult subject...
I second those words from Sam!
Irregular bricks seem easy but are very tricky to do.
Thomas
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>Samuel Benge on date 20/04/2011 20:07 wrote:
> Paolo Gibellini<p.g### [at] gmail com> wrote:
>>> Samuel Benge on date 19/04/2011 23:24 wrote:
>>> Me too. I brightened the sunlight, changed the area_light settings and made the
>>> floor into actual tiles. Attached is a sample of the new macro.
>>>
>
>> Cool.
>> It'similar to my generator done for tc-rtc competition, but your code is
>> more elegant.
>> ;-)
>> Paolo
>
> Wow, I should check in over there more often. Great work! What are the technical
> details of how it operates, if you don't mind my asking, Paolo?
>
> It's one of those things I keep coming back to: how to make irregular bricks? A
> very interesting, but difficult subject...
>
Thank you, Sam, but the bricks are simple isosurfaces.
The sources are in p.t.s.
;-)
Paolo
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On 4/21/2011 2:34 AM, Paolo Gibellini wrote:
> >Samuel Benge on date 20/04/2011 20:07 wrote:
>> Paolo Gibellini<p.g### [at] gmail com> wrote:
>>>> Samuel Benge on date 19/04/2011 23:24 wrote:
>>>> Me too. I brightened the sunlight, changed the area_light settings
>>>> and made the
>>>> floor into actual tiles. Attached is a sample of the new macro.
>>>>
>>
>>> Cool.
>>> It'similar to my generator done for tc-rtc competition, but your code is
>>> more elegant.
>>> ;-)
>>> Paolo
>>
>> Wow, I should check in over there more often. Great work! What are the
>> technical
>> details of how it operates, if you don't mind my asking, Paolo?
>>
>> It's one of those things I keep coming back to: how to make irregular
>> bricks? A
>> very interesting, but difficult subject...
>>
> Thank you, Sam, but the bricks are simple isosurfaces.
> The sources are in p.t.s.
> ;-)
> Paolo
It was the actual solving I was wondering about :) I think I get the
gist of how you did it: it looks at array entries to find free space and
places blocks accordingly...
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On 4/20/2011 11:25 AM, Alain wrote:
>
>> Looked pretty close to me ...
>> how did you arrive at: area_light x*0.03*LightDist, z*0.03*LightDist 5,5
>> adaptive 3 jitter orient circular
>>
>
> Do you realise that adaptive 3 tries to start with a 9 by 9 aray?
> adaptive 2 wants to start with a 5x5 aray.
> You only get a gain for arays of at least 17x17, and should be beter
> with 65x65 or 129x129...
>
> That adaptive setting is like no adaptive at all. The bigest usefull
> adaptive for a 5x5 aray is adaptive 1.
OK. I'm still somewhat confused, but I'll give all of your responses a
closer look.
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Jim Holsenback <jho### [at] povray org> wrote:
> On 04/20/2011 02:57 PM, stbenge wrote:
> > OK. I might start off making only a basic bladed plant.
>
> LOL maybe it should be trees ...
OK... trees are not my strong suit, but I did manage to come up with the
attached this morning. As you can see, the leaves are too dense near the center
and not numerous enough near the tops of the branches. But if the tree's total
contribution to the scene is miniscule, then it might not matter much.
The backside illumination and importance sampling are working well though.
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"Samuel Benge" <stb### [at] hotmail com> wrote:
> Jim Holsenback <jho### [at] povray org> wrote:
> > On 04/20/2011 02:57 PM, stbenge wrote:
> > > OK. I might start off making only a basic bladed plant.
> >
> > LOL maybe it should be trees ...
>
> OK... trees are not my strong suit, but I did manage to come up with the
> attached this morning. As you can see, the leaves are too dense near the center
> and not numerous enough near the tops of the branches. But if the tree's total
> contribution to the scene is miniscule, then it might not matter much.
>
> The backside illumination and importance sampling are working well though.
Here's the new update... they look more natural now. You just supply the macro
with two parameters and it will grow a tree out of the flower pot you provided.
The file is over at p.t.scene-files.
~Sam
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On 04/21/2011 05:29 PM, Samuel Benge wrote:
> "Samuel Benge"<stb### [at] hotmail com> wrote:
>> Jim Holsenback<jho### [at] povray org> wrote:
>>> On 04/20/2011 02:57 PM, stbenge wrote:
>>>> OK. I might start off making only a basic bladed plant.
>>>
>>> LOL maybe it should be trees ...
>>
>> OK... trees are not my strong suit, but I did manage to come up with the
>> attached this morning. As you can see, the leaves are too dense near the center
>> and not numerous enough near the tops of the branches. But if the tree's total
>> contribution to the scene is miniscule, then it might not matter much.
>>
>> The backside illumination and importance sampling are working well though.
>
> Here's the new update... they look more natural now. You just supply the macro
> with two parameters and it will grow a tree out of the flower pot you provided.
> The file is over at p.t.scene-files.
>
> ~Sam
Not too shabby! I on the other hand am still tinkering with the
staircase ... a lot of pieces that I've been transforming around in
different configurations, but nothing worth writing home about yet. I
think I'll give the trees a try maybe it's just the diversion I need ...
Cool!
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Jim Holsenback <jho### [at] povray org> wrote:
> On 04/21/2011 05:29 PM, Samuel Benge wrote:
> > "Samuel Benge"<stb### [at] hotmail com> wrote:
> >> Jim Holsenback<jho### [at] povray org> wrote:
> >>> On 04/20/2011 02:57 PM, stbenge wrote:
> >>>> OK. I might start off making only a basic bladed plant.
> >>>
> >>> LOL maybe it should be trees ...
> >>
> >> OK... trees are not my strong suit, but I did manage to come up with the
> >> attached this morning. As you can see, the leaves are too dense near the center
> >> and not numerous enough near the tops of the branches. But if the tree's total
> >> contribution to the scene is miniscule, then it might not matter much.
> >>
> >> The backside illumination and importance sampling are working well though.
> >
> > Here's the new update... they look more natural now. You just supply the macro
> > with two parameters and it will grow a tree out of the flower pot you provided.
> > The file is over at p.t.scene-files.
> >
> > ~Sam
> Not too shabby! I on the other hand am still tinkering with the
> staircase ... a lot of pieces that I've been transforming around in
> different configurations, but nothing worth writing home about yet. I
> think I'll give the trees a try maybe it's just the diversion I need ...
> Cool!
Thanks!
Here's a test involving hanging branches. Maybe the trees (shrubs) could be up
on pedestals?
~Sam
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