POV-Ray : Newsgroups : povray.binaries.images : Dragon Lady Server Time
5 Jul 2025 23:22:32 EDT (-0400)
  Dragon Lady (Message 16 to 25 of 65)  
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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 11:13:32
Message: <57a7501c@news.povray.org>
On 8/7/2016 3:44 PM, Bald Eagle wrote:
> How are you combining the 3 different channels of media?
> I tried defining 3 boxes with different colored interiors, and it seems that the
> current box seems to "overwrite" the previous box.
>
> Drat this blasted media thing !!!!
> You kids and your fancy new-fangled gadgetry.
> Never satisfied with the simpler things in life.
> When I was a kid, we didn't even have spheres to render with - we had amorphous
> rocks with whatever texture was available.  And they were all drab.
> And it was good enough for us.  AND we liked it.
>
> "Media."   Harrrumph!
>

The youth of today. :P

They say a picture is worth a thousand lines of code. Well at least I do.

I use three media in one interior.
I would post the code but it is messy. I have to overwrite the code 
Bishop3d exports with the code modified to run direct from Pov.
Both Bishop3d and Moray export a pov file for each frame and it takes 
PovRay 16 seconds to save the scene. Creating the tga files to make the 
df3's would take Bishop3d about an hour and a half to export 100 frames 
times 3 for each channel.

-- 

Regards
     Stephen


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From: Cousin Ricky
Subject: Re: Dragon Lady
Date: 7 Aug 2016 11:15:19
Message: <57a75087$1@news.povray.org>
On 08/06/2016 01:43 PM, Stephen wrote:
> I don't know if the book mentions her complexion but emission looks better.
> I'm going to redo this from the start using what I've learned.
> At the moment getting the positions right is next to impossible. So I
> will re-export from Poser and rework it in PoseRay.

What's up with her left forearm?  It looks seriously fractured.


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 11:28:42
Message: <57a753aa@news.povray.org>
On 8/7/2016 4:13 PM, Stephen wrote:
> I would post the code but

I had better mention that I need to use a multiplier for each media to 
balance the colours.
E.g.
//------- Box0 Raw Script Begin -------
#declare Emission_Factor_R = 10.0 ;
#declare Emission_Factor_G = 3.0 ;
#declare Emission_Factor_B = 15.0 ;

#declare df3_Scarab_ =
material{
   texture {
     pigment {
       color rgbft <1.000,0.000,0.000,0.000,1.000>
     }
   }
   interior{
     ior                 1.000
     caustics            0.000
     dispersion          1.000
     dispersion_samples  7.000
     fade_power          0.000
     fade_distance       0.000
     fade_color          rgb <0.000,0.000,0.000>
     media {
       method     3
       intervals  20
       samples    3, 6
       confidence 0.900
       variance   0.008
       absorption rgb <0.000,0.000,0.000>
       emission   rgb <1.000,0.000,0.000>  * Emission_Factor_R
       aa_threshold 0.100
       aa_level    4
       density {
         density_file df3 "F:\Graphics\B3D 
Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_R_.df3"
         interpolate 2
       }

     }

     media {
       method     3
       intervals  20
       samples    3, 6
       confidence 0.900
       variance   0.008
       ratio      0.900
	 absorption rgb <0.000,0.000,0.000>
          emission   rgb <0.000,1.000,0.000> * Emission_Factor_G
       aa_threshold 0.100
       aa_level    4
       density {
         density_file df3 "F:\Graphics\B3D 
Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_G_.df3"
         interpolate 2
       }

     }

     media {
       method     3
       intervals  20
       samples    3, 6
       confidence 0.900
       variance   0.008
       ratio      0.900
       absorption rgb <0.000,0.000,0.000>
       emission   rgb <0.000,0.000,1.000> * Emission_Factor_B
       aa_threshold 0.100
       aa_level    4
       density {
         density_file df3 "F:\Graphics\B3D 
Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_B_.df3"
         interpolate 2
       }

     }

   }

   translate <-0.500,-0.500,-0.500>
}

//------- Box0 Raw Script End ---------




-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 11:39:26
Message: <57a7562e$1@news.povray.org>
On 8/7/2016 4:14 PM, Cousin Ricky wrote:
> On 08/06/2016 01:43 PM, Stephen wrote:
>> I don't know if the book mentions her complexion but emission looks
>> better.
>> I'm going to redo this from the start using what I've learned.
>> At the moment getting the positions right is next to impossible. So I
>> will re-export from Poser and rework it in PoseRay.
>
> What's up with her left forearm?  It looks seriously fractured.
>

Ah! I did not notice that until about an hour ago.
I think that it was caused by the left arm having the Inverse Kinematics 
flag set in Poser when I applied the standard pose. It can cause 
discontinuities. I will correct it when I next go into Poser to do a 
final export.
And if I remember I will remove that setting from the defaults. <Grrr>

-- 

Regards
     Stephen


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From: And
Subject: Re: Dragon Lady
Date: 7 Aug 2016 11:50:01
Message: <web.57a757f4e7e0b8f7b549e89b0@news.povray.org>
A woman. I made an woman, too.


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 12:12:15
Message: <57a75ddf$1@news.povray.org>
On 8/7/2016 4:47 PM, And wrote:
> A woman. I made an woman, too.
>

I used Sculptris a few years ago. And I think there has been a lot work 
put into you model.
Nice one. :)
-- 

Regards
     Stephen


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From: Alain
Subject: Re: Dragon Lady
Date: 7 Aug 2016 14:47:38
Message: <57a7824a$1@news.povray.org>
Le 16-08-07 à 07:00, Thomas de Groot a écrit :
> On 7-8-2016 11:30, Stephen wrote:
>> On 8/7/2016 8:30 AM, Thomas de Groot wrote:
>>> The foreground is where I imagine the Scorpions to be and we need to
>>> consider their scale with regards to the environment.
>>>
>>> Much to do but exciting!
>>>
>>> This may perhaps help already: the media used for the atmosphere:
>>>
>>> //start code
>>
>>
>> What are the dimensions of you atmosphere media container?
>>
>
> AtmosScale above: <10, 10, 10>  ;-) and scaled <5, 1.0, 5> This last
> does not influence changes too much.
>
> I have been thinking that emissive media are not influenced by the
> container scale or are they? I seem to remember that obly scattering is
> influenced...
>
>

If you scale the container with the media, then, that scaling will 
affect any media contained. Emissive media will become brighter, 
absorbing media may become totally opaque.

If you want the media effect to remain unchanged, then you always need 
to adjust the density of the media by the inverse of the scaling. Scale 
up by 10, reduce the density or base colour by 10.


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From: Alain
Subject: Re: Dragon Lady
Date: 7 Aug 2016 14:51:51
Message: <57a78347$1@news.povray.org>

> How are you combining the 3 different channels of media?
> I tried defining 3 boxes with different colored interiors, and it seems that the
> current box seems to "overwrite" the previous box.
>
> Drat this blasted media thing !!!!
> You kids and your fancy new-fangled gadgetry.
> Never satisfied with the simpler things in life.
> When I was a kid, we didn't even have spheres to render with - we had amorphous
> rocks with whatever texture was available.  And they were all drab.
> And it was good enough for us.  AND we liked it.
>
> "Media."   Harrrumph!
>

Use a single container, a box in your case, and give it 3 medias.
Using 3 boxes is bound to give you severe coincident surfaces artefacts: 
For each individual pixels, there is no way to know which box will be 
used and you get a noisy mess.


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From: Bald Eagle
Subject: Re: Dragon Lady
Date: 7 Aug 2016 15:05:00
Message: <web.57a78531e7e0b8f75e7df57c0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> I use three media in one interior.

Changed my code - that seems to work for me now.

> I would post the code but it is messy. I have to overwrite the code
> Bishop3d exports with the code modified to run direct from Pov.

Seems messy and time consuming.

> Both Bishop3d and Moray export a pov file for each frame and it takes
> PovRay 16 seconds to save the scene.

"Frame"?  Is that one of the "slices" to make the DF3?

> Creating the tga files to make the
> df3's would take Bishop3d about an hour and a half to export 100 frames
> times 3 for each channel.

That seems insane.

There has to be a better way / workflow.

I had an idea last night -
I did a quick experiment with the Stanford Dragon mesh:
defined the object
used #declare Variable = VRand_In_Obj(object {StanfordDragon}, Stream);
to get the coordinates of 10,000 spheres, and placed them, made a copy of that
and overlaid it with a "skin", plus rendered a jade textured mesh beside it - in
51 seconds.

I'm thinking that it may be well worth your while to either ditch media and use
an alternate scheme, or use POV-Ray to scan through a full-color solid object
and make a point-cloud right in SDL

http://paulbourke.net/miscellaneous/povexamples/

I think there must be a way to export the full RGB data in a single DF3, and
then maybe overlay the real mesh with a highly-transparent texture.

Can you make the mesh object filled with a media directly?

I don't play with these things very often, so I'm just brainstorming.


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From: Alain
Subject: Re: Dragon Lady
Date: 7 Aug 2016 15:11:57
Message: <57a787fd$1@news.povray.org>
Le 16-08-07 à 11:28, Stephen a écrit :
> On 8/7/2016 4:13 PM, Stephen wrote:
>> I would post the code but
>
> I had better mention that I need to use a multiplier for each media to
> balance the colours.
> E.g.
> //------- Box0 Raw Script Begin -------
> #declare Emission_Factor_R = 10.0 ;
> #declare Emission_Factor_G = 3.0 ;
> #declare Emission_Factor_B = 15.0 ;
>
> #declare df3_Scarab_ =
> material{
>   texture {
>     pigment {
>       color rgbft <1.000,0.000,0.000,0.000,1.000>
>     }
>   }
>   interior{
>     ior                 1.000
>     caustics            0.000
>     dispersion          1.000
>     dispersion_samples  7.000
>     fade_power          0.000
>     fade_distance       0.000
>     fade_color          rgb <0.000,0.000,0.000>
You shopuld remove the 7 lines above. They are useless and may introduce 
some problems.
>     media {
>       method     3
>       intervals  20

Using intervals larger than 1 HUGELY increase the rendering time and can 
cause artefacts.
NEVER use anything else that intervals 1 with method 3.

>       samples    3//, 6

Instead of increasing intervals, increase samples. samples 100 is *much* 
faster that intervals 20 samples 3 (for 60 total samples) for a finer 
result.
The ", 6 " is totally useless and silently ignored.

>       confidence 0.900
>       variance   0.008

confidence and variance are used ONLY with method 1 and 2. With method 
3, they are meaningless and better left out.

>       absorption rgb <0.000,0.000,0.000>
>       emission   rgb <1.000,0.000,0.000>  * Emission_Factor_R
>       aa_threshold 0.100 // default value
>       aa_level    4 //default value = not needed
>       density {
>         density_file df3 "F:\Graphics\B3D
> Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_R_.df3"
>         interpolate 2
>       }
>
>     }
>
>     media {
>       method     3
>      // intervals  20
>       samples    80
>      // confidence 0.900
>     //  variance   0.008
>      // ratio      0.900

ratio is also useless, and ignored, with method 3.

>      absorption rgb <0.000,0.000,0.000>
>          emission   rgb <0.000,1.000,0.000> * Emission_Factor_G
>       aa_threshold 0.100
>       aa_level    4
>       density {
>         density_file df3 "F:\Graphics\B3D
> Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_G_.df3"
>         interpolate 2
>       }
>
>     }
>
>     media {
>       method     3
>
>       samples    80
>
>
>
>       absorption rgb <0.000,0.000,0.000>
>       emission   rgb <0.000,0.000,1.000> * Emission_Factor_B
>       aa_threshold 0.100
>       aa_level    4
>       density {
>         density_file df3 "F:\Graphics\B3D
> Data\Scenes\Dahlgren\Eastern\B\Shenlong_01A_B_.df3"
>         interpolate 2
>       }
>
>     }
>
>   }
>
>   translate <-0.500,-0.500,-0.500>
> }
>
> //------- Box0 Raw Script End ---------
>
>
>
>

In method 1 and 2, confidence, variance and ratio are used to control 
how many samples are to be used in the different intervals depending on 
the density and illumination in the various intervals. With method 3, 
using more that a single interval is highly counterproductive.

I've done my tests with intervals and the negative impact they have on 
the performance is astounding.
I demonstrated that samples 100 is way faster than intervals 10 samples 
1 for greatly better results.



Alain


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