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24 Apr 2024 03:23:54 EDT (-0400)
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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 5 Aug 2018 03:31:03
Message: <5b66a7b7$1@news.povray.org>
On 05/08/2018 07:30, Thomas de Groot wrote:
>> Not Jesus the Mexican welder I met in NM? And yes his wife's name was 
>> Mary and he had a sunscreen on his car that said; "Mary and Jesus".
>>
> 
> Till the end of my days, I shall be amazed by the world I live in.

https://www.bbc.co.uk/news/world-42009219


-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 5 Aug 2018 07:06:16
Message: <5b66da28@news.povray.org>
On 5-8-2018 9:31, Stephen wrote:
> On 05/08/2018 07:30, Thomas de Groot wrote:
>>> Not Jesus the Mexican welder I met in NM? And yes his wife's name was 
>>> Mary and he had a sunscreen on his car that said; "Mary and Jesus".
>>>
>>
>> Till the end of my days, I shall be amazed by the world I live in.
> 
> https://www.bbc.co.uk/news/world-42009219
> 
> 

Yes... One of those things...

-- 
Thomas


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From: Jörg "Yadgar" Bleimann
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 8 Aug 2018 06:22:45
Message: <5b6ac475$1@news.povray.org>
Hi(gh)!

On 03.08.2018 16:10, Bald Eagle wrote:

> I'd start off with a ton, or tonne, depending, and then subdivide from there.
> Not being a certified expert in weights and measures, I'm not sure which ton
> would be best suited for the purpose - there's long tons, short tons, metric
> tons, shit tons, Greek tons, Avoirdupois....

In Khyberspace, we'll have the ser-e kabuli (7 kgs), the ser-e mazari 
(14 kgs), the kharwar (560 kgs, or 80 ser-e kabuli), the jerib (2000 

kgs)!

See you there!

Yadgar


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From: Kenneth
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 8 Aug 2018 13:20:00
Message: <web.5b6b255541922aca47873e10@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
> From the tests, it's clear that the
> object's edge normals are not picking up any of the SKY color (YELLOW)...

Ignore that silly comment; my bad.

The only way that the 'edge' triangles/normals could possibly pick up the SKY
color is if those triangles *reflected* the sky. But there's no 'reflection' in
the height_field's texture statement. I got a bit confused in my thinking...


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 8 Aug 2018 14:34:30
Message: <5b6b37b6$1@news.povray.org>
On 08/08/2018 18:16, Kenneth wrote:
> "Kenneth" <kdw### [at] gmailcom> wrote:
>>  From the tests, it's clear that the
>> object's edge normals are not picking up any of the SKY color (YELLOW)...
> 
> Ignore that silly comment; my bad.
> 
> The only way that the 'edge' triangles/normals could possibly pick up the SKY
> color is if those triangles *reflected* the sky. But there's no 'reflection' in
> the height_field's texture statement. I got a bit confused in my thinking...
> 

Just thinking out loud. Is there a default reflection value?
Is there a list of default values?

-- 

Regards
     Stephen


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From: Alain
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 8 Aug 2018 17:03:56
Message: <5b6b5abc$1@news.povray.org>
Le 18-08-08 à 14:34, Stephen a écrit :
> On 08/08/2018 18:16, Kenneth wrote:
>> "Kenneth" <kdw### [at] gmailcom> wrote:
>>>  From the tests, it's clear that the
>>> object's edge normals are not picking up any of the SKY color 
>>> (YELLOW)...
>>
>> Ignore that silly comment; my bad.
>>
>> The only way that the 'edge' triangles/normals could possibly pick up 
>> the SKY
>> color is if those triangles *reflected* the sky. But there's no 
>> 'reflection' in
>> the height_field's texture statement. I got a bit confused in my 
>> thinking...
>>
> 
> Just thinking out loud. Is there a default reflection value?
> Is there a list of default values?
> 

reflection default to zero.

If you look in the documentation, you'll see that many features do have 
defaults, but you need to search around as there is no all encompassing 
defaults list that I remember of. There is a list, but it's not complete.


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 8 Aug 2018 17:11:55
Message: <5b6b5c9b$1@news.povray.org>
On 08/08/2018 22:04, Alain wrote:
>> Just thinking out loud. Is there a default reflection value?
>> Is there a list of default values?
>>
> 
> reflection default to zero.
> 

Thanks.


> If you look in the documentation, you'll see that many features do have 
> defaults, but you need to search around as there is no all encompassing 
> defaults list that I remember of. There is a list, but it's not complete.

It was just curiosity.

-- 

Regards
     Stephen


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From: Cousin Ricky
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 12 Aug 2018 17:47:19
Message: <5b70aae7$1@news.povray.org>
On 2018-08-04 07:33 PM (-4), Cousin Ricky wrote:
>
> TL;DR: I'm now working on very low detail mesh trees.

After a memory test, my priority has switched from revamping the trees 
to implementing units.

First of all, I can't seem to find any memory usage statistics in the 
POV-Ray 3.7 messages, so I did the test in 3.6.  These are the results 
for my original model, which uses a sphere for broadleaf trees and a 
simple CSG intersection for conifers:

   Smallest Alloc:                   9 bytes
   Largest  Alloc:              492040 bytes
   Peak memory used:          73732329 bytes
   Total Scene Processing Times
     Parse Time:    0 hours  0 minutes 55 seconds (55 seconds)
     Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
     Render Time:   0 hours  0 minutes  8 seconds (8 seconds)
     Total Time:    0 hours  1 minutes  3 seconds (63 seconds)

These are the results of the mesh test:

   Smallest Alloc:                   9 bytes
   Largest  Alloc:              492040 bytes
   Peak memory used:          85738823 bytes
   Total Scene Processing Times
     Parse Time:    0 hours  0 minutes 54 seconds (54 seconds)
     Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
     Render Time:   0 hours  0 minutes  9 seconds (9 seconds)
     Total Time:    0 hours  1 minutes  3 seconds (63 seconds)

It appears that for low-detail models, there is near parity, at least in 
POV-Ray 3.6, with the original system having a slight edge.  A third 
test with more complex CSG used a lot more memory, confirming that for 
increased detail, meshes are definitely the way to go.  But as long as 
I'm not saving memory in the short term, the tree project doesn't seem 
urgent.

Meanwhile, my patio is not wheelchair accessible.  (What patio?  Oh, I 
forgot, in rig #4, I added an outdoor mode with a finite checkered 
plane.  Gotta have that checkered plane.)  Of course, this is entirely 
academic in a virtual universe, but if practical necessity were the only 
factor, I wouldn't be worrying about hills and trees.

 From the beginning of this 4th rig, I incorporated unit conversion 
constants, because having a hardwired unit had already been a problem. 
However, I haven't yet gotten around to integrating scaling factors into 
the rig itself.  In this state, the unit conversion constants are mostly 
useless.  This deficiency has reared its head in some of my Object 
Collection projects, even though the rig itself is not part of the 
uploaded scenes.  When I added unit conversions to lrchairs (Leroy is 
also an American, and his chair was sized accordingly), I had to fudge 
the scaling in my test suite; and I had to do an unreasonable amount of 
math to set the camera for the gem settings I posted last year.  This is 
work a prefab render rig should relieve me of.

I think I should best retrofit my existing code to incorporate 
user-chosen units before embarking on a major project entailing 
demolition and reconstruction of brick walls, or growing a new forest, 
for that matter.  As I see it right now, the horticulture can wait.

When the time comes, I am leaning strongly toward an increased triangle 
count, without double illumination or interior texture.  It turns out 
that the current triangle count (95) leaves a disturbingly jagged 
silhouette in the forest context, so I'd be going in that direction anyway.

Note: the hills in the attached image are just a textured height field.


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Attachments:
Download 'non-accessible.jpg' (103 KB)

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non-accessible.jpg


 

From: Cousin Ricky
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 15 Sep 2018 19:49:23
Message: <5b9d9a83$1@news.povray.org>
On 2018-08-02 04:50 PM (-4), Bald Eagle wrote:
> Cousin Ricky <ric### [at] yahoocom> wrote:
>
>> [1] I did not choose my country of birth, but if I ever release the
>> source code, meters will be an option.
>
> Miles, baby.  Miles.

Bad news for Americans (or any Brits pining for the goode olde days), 
but I went ahead and converted the hills scale to meters.  Hey, I'm just 
an American trying to keep up with the rest of the world.  To keep 
things simple, the change is irreversible, #SryNotSry.  Since I have not 
released the code to the public, the only existing legacy scenes are my 
own, and I have already updated them.

Miles Davis is grandfathered, it goes without saying.

This rigidity of units does not apply to any shapes I might drop into 
the scene.  Measuring a gemstone in meters would be rather cumbersome.


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From: Cousin Ricky
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 15 Sep 2018 20:07:34
Message: <5b9d9ec6$1@news.povray.org>
On 2018-08-12 05:48 PM (-4), Cousin Ricky wrote:
> Meanwhile, my patio is not wheelchair accessible.  (What patio?  Oh, I
> forgot, in rig #4, I added an outdoor mode with a finite checkered
> plane.  Gotta have that checkered plane.)

Well, what do you know?  I found a couple of scenes from rig #3 that 
have a patio.  Looks like I wanted that open air non-moiré checkered 
plane earlier than I thought.


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Attachments:
Download 'egg_au_yolk.jpg' (61 KB) Download 'mops-tree_trunk.jpg' (29 KB)

Preview of image 'egg_au_yolk.jpg'
egg_au_yolk.jpg

Preview of image 'mops-tree_trunk.jpg'
mops-tree_trunk.jpg


 

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