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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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fillobjecttest.png


 

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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From: Alain
Subject: Re: Dragon Lady
Date: 7 Aug 2016 15:16:28
Message: <57a7890c@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.

Sory, it's just not possible. DF3 support 1, 2 or 3 bytes per voxel, but 
always in a single channel gray levels.

>
> 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: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 15:31:16
Message: <57a78c84$1@news.povray.org>
On 8/7/2016 8:12 PM, Alain wrote:
>>
>
> 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.


Thanks Alain, I knew I would get it in the neck for posting that code. :)
Except for the intervals/samples thing. The other things you mention are 
Bishop3D defaults and there is not a lot that I can do about what is 
exported except go through the code afterwards. But I have a relatively 
fast machine, so I don't.
I seem to have a blind spot for samples vs intervals. Thomas, amongst 
others, is forever mentioning it.
I use media so seldom that I have to relearn it whenever I want to use 
it. :(
So it is not ignorance but stupidity on my part. :(

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 16:21:47
Message: <57a7985b$1@news.povray.org>
On 8/7/2016 8:00 PM, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
>> I use three media in one interior.
>
> Changed my code - that seems to work for me now.

Good, good.

>
>> 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.
>

True but needs must. :) And I need a visual representation of the scene 
I am making.

>> 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?

Yes, I use frame_number instead of clock for animations.
>
>> 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.

You are telling me. It is so easy to make a mistake or forget a step.
Very tiresome indeed.

>
> I had an idea last night -
> I did a quick experiment with the Stanford Dragon mesh:

I had forgotten about the Stanford Dragon. It is quite upright at the 
front and might be a good object to use. The Stanford Bunny might be a 
good model to use as well. If you can imagine a drug smoking violent 
Street Gang disguised as bunny.

> 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.
>

You are confusing me. You are confusing me with someone who can code. ;)
Basic and PLC (programmable logic controller) are my limits.

> 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'll have a look at that. Paul is always worth listening to.

> I think there must be a way to export the full RGB data in a single DF3,

Yes you can but in the process of creating a media. PovRay converts the 
colour vector into a scalar. That is why I have used different 
multipliers in the different colour channels.

> and then maybe overlay the real mesh with a highly-transparent texture.
>

That is too simple. There must be a catch. :)

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

If I make sure that the mesh is closed. I don't want my dragon leaking :)

It would negate the problem of a media container inside another media 
container being visible.

> I don't play with these things very often, so I'm just brainstorming.
>
>
Keep at it. It is only too easy to pick one direction and stick to it.
Almost all comments are welcome.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 16:26:25
Message: <57a79971$1@news.povray.org>
On 8/7/2016 8:16 PM, Alain wrote:
>> 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.
>
> Sory, it's just not possible. DF3 support 1, 2 or 3 bytes per voxel, but
> always in a single channel gray levels.

That is why I filtered the R, G & B values then copied the single colour 
to the other colours in an editor. It did not work as well as I hopped. 
But some of the detail is there.

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Dragon Lady
Date: 7 Aug 2016 17:01:19
Message: <57a7a19f$1@news.povray.org>
On 8/7/2016 8:00 PM, Bald Eagle wrote:
> then maybe overlay the real mesh with a highly-transparent texture.

Just had another thought about that idea.
Poser meshes are not like scanned meshes. They can have internal 
structures. For instance eyes are closed meshes part of which is within 
the whole body. In the animation below the eyes of the spirit Ariel's 
eyes glow. An artefact that did not distract, for once. :)

http://www.tc-rtc.co.uk/image/upload//Stephen/pw-1228515119-Prologue.mpg

-- 

Regards
     Stephen


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