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This is an old mesh generated with Megapov back in 2006, but now
resurrected to try some "furrifying" experiments. It uses some 260000
mesh threads traced randomly onto the mesh. No hg-povray yet... just a
test with regular pov for later comparison. Renders really fast using
default radiosity (1m46s), and parse time is not that bad (1m3s).
The lovely image map used as base is from archivetextures.net.
I like the look of it... like a softener ad: makes you want to rub your
face on it.
--
jaime
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Attachments:
Download 'drap-04b-2m49s.jpg' (323 KB)
Preview of image 'drap-04b-2m49s.jpg'
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Jaime Vives Piqueres <jai### [at] ignoranciaorg> wrote:
> This is an old mesh generated with Megapov back in 2006, but now
> resurrected to try some "furrifying" experiments. It uses some 260000
> mesh threads traced randomly onto the mesh. No hg-povray yet... just a
> test with regular pov for later comparison. Renders really fast using
> default radiosity (1m46s), and parse time is not that bad (1m3s).
>
> The lovely image map used as base is from archivetextures.net.
>
> I like the look of it... like a softener ad: makes you want to rub your
> face on it.
>
> --
> jaime
I love it - do you remember memory need?
Norbert
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> I love it - do you remember memory need?
No, but I just rendered it again, and I can't see it reported
anywhere on the output:
==== [Parsing...] ==========================================================
Parsing 98471K tokens
----------------------------------------------------------------------------
Parser Statistics
----------------------------------------------------------------------------
Finite Objects: 260003
Infinite Objects: 1
Light Sources: 1
Total: 260005
----------------------------------------------------------------------------
Parser Time
Parse Time: 0 hours 1 minutes 3 seconds (63.464 seconds)
using 1 thread(s) with 48.768 CPU-seconds total
Bounding Time: 0 hours 0 minutes 0 seconds (0.913 seconds)
using 1 thread(s) with 0.911 CPU-seconds total
----------------------------------------------------------------------------
Render Options
Quality: 9
Bounding boxes.......On Bounding threshold: 3
Antialiasing.........On (Method 1, Threshold 0.300, Depth 3, Jitter
1.00,
Gamma 2.50)
==== [Rendering...] ========================================================
Rendered 786432 of 786432 pixels (100%)
----------------------------------------------------------------------------
Render Statistics
Image Resolution 1024 x 768
----------------------------------------------------------------------------
Pixels: 836189 Samples: 6236739 Smpls/Pxl: 7.46
Rays: 8784686 Saved: 0 Max Level: 4/5
----------------------------------------------------------------------------
Ray->Shape Intersection Tests Succeeded Percentage
----------------------------------------------------------------------------
Box 12303161 12303161 100.00
Mesh 359030468 34685638 9.66
Plane 12303161 7880984 64.06
Sphere 12303161 12303161 100.00
Bounding Box 3818952101 1488571642 38.98
----------------------------------------------------------------------------
Shadow Ray Tests: 5559559 Succeeded: 3350070
Shadow Cache Hits: 2041084
----------------------------------------------------------------------------
Radiosity samples calculated: 51432 (0.59 %)
discarded due to low quality: 4356
retained for re-use: 47076
Radiosity samples reused: 8649801
Radiosity sample rays shot: 1711758
Radiosity octree nodes: 1181
Radiosity octree samples/node: 39.86
Radiosity blocks examined: 10482324788
Radiosity blocks passed test 0: 10482324788 (100.00 %)
Radiosity blocks passed test 1: 1227842362 (11.71 %)
Radiosity blocks passed test 2: 913390395 (8.71 %)
Radiosity blocks passed test 3: 184540151 (1.76 %)
Radiosity blocks passed test 4: 63080136 (0.60 %)
Radiosity blocks passed test 5: 59940830 (0.57 %)
Radiosity blocks rejected: 10422383958 (99.43 %)
----------------------------------------------------------------------------
Radiosity Depth 0 calculated: 46523 (0.66 %)
Radiosity Depth 0 reused: 7026405
Radiosity Depth 0 rays shot: 1628305
----------------------------------------------------------------------------
Radiosity (final) calculated: 46109 (0.53 %)
Radiosity (final) reused: 8633344
Radiosity (final) rays shot: 1610377
----------------------------------------------------------------------------
Pass Depth 0 Depth 1 Total
----------------------------------------------------------------------------
1 130 1220 1350
2 475 3498 3973
Final 45918 191 46109
----------------------------------------------------------------------------
Total 46523 4909 51432
Weight 0.451 0.269
----------------------------------------------------------------------------
----------------------------------------------------------------------------
Render Time:
Photon Time: No photons
Radiosity Time: 0 hours 0 minutes 0 seconds (0.723 seconds)
using 6 thread(s) with 3.843 CPU-seconds total
Trace Time: 0 hours 1 minutes 27 seconds (87.606 seconds)
using 6 thread(s) with 517.339 CPU-seconds total
==== [Paused] ==============================================================
Press a key or click the display to continue...
POV-Ray finished
--
jaime
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On 3/8/2016 5:24 AM, Jaime Vives Piqueres wrote:
> This is an old mesh generated with Megapov back in 2006, but now
> resurrected to try some "furrifying" experiments. It uses some 260000
> mesh threads traced randomly onto the mesh. No hg-povray yet... just a
> test with regular pov for later comparison. Renders really fast using
> default radiosity (1m46s), and parse time is not that bad (1m3s).
>
> The lovely image map used as base is from archivetextures.net.
>
> I like the look of it... like a softener ad: makes you want to rub your
> face on it.
>
> --
> jaime
>
I would gladly dry myself off with that.
Mike
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On 3/8/2016 10:24 AM, Jaime Vives Piqueres wrote:
> I like the look of it... like a softener ad: makes you want to rub your
> face on it.
That does look good.
--
Regards
Stephen
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On 8-3-2016 11:24, Jaime Vives Piqueres wrote:
> This is an old mesh generated with Megapov back in 2006, but now
> resurrected to try some "furrifying" experiments. It uses some 260000
> mesh threads traced randomly onto the mesh. No hg-povray yet... just a
> test with regular pov for later comparison. Renders really fast using
> default radiosity (1m46s), and parse time is not that bad (1m3s).
>
> The lovely image map used as base is from archivetextures.net.
>
> I like the look of it... like a softener ad: makes you want to rub your
> face on it.
>
> --
> jaime
>
Reminds me of this render from 2014. I don't know how many threads were
used in this one; quite a lot for the whole carpet and it was pretty
fast too iirc.
--
Thomas
Post a reply to this message
Attachments:
Download 'eval_pigmenttest_03.png' (1078 KB)
Preview of image 'eval_pigmenttest_03.png'
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El 08/03/16 a las 13:29, Thomas de Groot escribió:
> Reminds me of this render from 2014. I don't know how many threads
> were used in this one; quite a lot for the whole carpet and it was
> pretty fast too iirc.
Ah, yes... I didn't remember that one, but do remember now. Looks
gorgeous too. But here the threads seem all vertical? On my towel I used
a pigment (bumps) as a guide to tilt the threads smoothly.
--
jaime
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Le 16-03-08 05:24, Jaime Vives Piqueres a écrit :
> This is an old mesh generated with Megapov back in 2006, but now
> resurrected to try some "furrifying" experiments. It uses some 260000
> mesh threads traced randomly onto the mesh. No hg-povray yet... just a
> test with regular pov for later comparison. Renders really fast using
> default radiosity (1m46s), and parse time is not that bad (1m3s).
>
> The lovely image map used as base is from archivetextures.net.
>
> I like the look of it... like a softener ad: makes you want to rub your
> face on it.
>
> --
> jaime
>
Are you sure that's not the reference photo that you used as an inspiration?
Post a reply to this message
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El 08/03/16 a las 19:42, Alain escribió:
> Are you sure that's not the reference photo that you used as an
> inspiration?
I didn't use a reference photo this time... sorry! :)
--
jaime
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On 8-3-2016 18:23, Jaime Vives Piqueres wrote:
> Ah, yes... I didn't remember that one, but do remember now. Looks
> gorgeous too. But here the threads seem all vertical? On my towel I used
> a pigment (bumps) as a guide to tilt the threads smoothly.
>
I used a slight perturbation on the threads' angles. Nothing fancy I
confess. It was a kind of proof of concept for me and I might dig into
the code some day when I shall need a carpet badly (that is how things
work for me most of the time).
I checked the code and saw it dropped 500k threads on the whole carpet.
--
Thomas
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