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Am 11.03.2019 um 08:30 schrieb Thomas de Groot:
> On 10-3-2019 20:57, MichaelJF wrote:
>> Am 08.03.2019 um 08:28 schrieb Thomas de Groot:
>>> On 7-3-2019 16:02, ingo wrote:
>>>> in news:5c80dc5f@news.povray.org Thomas de Groot wrote:
>>>>
>>>>> I came across some examples of Medieval windows made with the "cives"
>>>>> technique ("fenêtre à cives")
>>>>>
>>>>
>>>> OMG, "Buzenscheiben", I've had to recreate and colourise those many
>>>> times
>>>> for printing on self adhesive window films.
>>>>
>>>
>>> LOL Indeed, that is where those are mostly found nowadays.
>>>
>>> To all: What are those windows called in other languages?
>>>
>> In German, it is Butzenglas, Batzenscheibe, Nabelscheibe or
>> Ochsenauge. I modelled it some years ago with wings 3d, but never
>> posted the code (mesh) and the macros to produce windows from it. If
>> someone is interested, I will clean up the code a little bit and post it.
>>
>
> Interesting! I modelled the glass in Silo and am currently writing
> macros for the different types of windows. I certainly shall continue
> till completion, but I would be curious to compare eventually. So, yes,
> please?
>
Hello Thomas,
I was on an occupational journey and had to congratulate my father to
his eighty-first birthday today, living at the same location at Essen,
Germany. I hope I can post the code tomorrow. It is just a mesh and some
macros to put the tiles into a window with rounded frames and a frame
all around them to have a window.
Best regards
Michael
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On 11-3-2019 22:32, MichaelJF wrote:
> Am 11.03.2019 um 08:30 schrieb Thomas de Groot:
>> On 10-3-2019 20:57, MichaelJF wrote:
>>> Am 08.03.2019 um 08:28 schrieb Thomas de Groot:
>>>> On 7-3-2019 16:02, ingo wrote:
>>>>> in news:5c80dc5f@news.povray.org Thomas de Groot wrote:
>>>>>
>>>>>> I came across some examples of Medieval windows made with the "cives"
>>>>>> technique ("fenêtre à cives")
>>>>>>
>>>>>
>>>>> OMG, "Buzenscheiben", I've had to recreate and colourise those many
>>>>> times
>>>>> for printing on self adhesive window films.
>>>>>
>>>>
>>>> LOL Indeed, that is where those are mostly found nowadays.
>>>>
>>>> To all: What are those windows called in other languages?
>>>>
>>> In German, it is Butzenglas, Batzenscheibe, Nabelscheibe or
>>> Ochsenauge. I modelled it some years ago with wings 3d, but never
>>> posted the code (mesh) and the macros to produce windows from it. If
>>> someone is interested, I will clean up the code a little bit and post
>>> it.
>>>
>>
>> Interesting! I modelled the glass in Silo and am currently writing
>> macros for the different types of windows. I certainly shall continue
>> till completion, but I would be curious to compare eventually. So,
>> yes, please?
>>
> Hello Thomas,
>
> I was on an occupational journey and had to congratulate my father to
> his eighty-first birthday today, living at the same location at Essen,
> Germany. I hope I can post the code tomorrow. It is just a mesh and some
> macros to put the tiles into a window with rounded frames and a frame
> all around them to have a window.
>
That is ok, Michael. Happy Birthday to your father! I hope he is in good
health.
--
Thomas
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Am 12.03.2019 um 11:03 schrieb Thomas de Groot:
> On 11-3-2019 22:32, MichaelJF wrote:
>> Am 11.03.2019 um 08:30 schrieb Thomas de Groot:
>>> On 10-3-2019 20:57, MichaelJF wrote:
>>>> Am 08.03.2019 um 08:28 schrieb Thomas de Groot:
>>>>> On 7-3-2019 16:02, ingo wrote:
>>>>>> in news:5c80dc5f@news.povray.org Thomas de Groot wrote:
>>>>>>
>>>>>>> I came across some examples of Medieval windows made with the
>>>>>>> "cives"
>>>>>>> technique ("fenêtre à cives")
>>>>>>>
>>>>>>
>>>>>> OMG, "Buzenscheiben", I've had to recreate and colourise those
>>>>>> many times
>>>>>> for printing on self adhesive window films.
>>>>>>
>>>>>
>>>>> LOL Indeed, that is where those are mostly found nowadays.
>>>>>
>>>>> To all: What are those windows called in other languages?
>>>>>
>>>> In German, it is Butzenglas, Batzenscheibe, Nabelscheibe or
>>>> Ochsenauge. I modelled it some years ago with wings 3d, but never
>>>> posted the code (mesh) and the macros to produce windows from it. If
>>>> someone is interested, I will clean up the code a little bit and
>>>> post it.
>>>>
>>>
>>> Interesting! I modelled the glass in Silo and am currently writing
>>> macros for the different types of windows. I certainly shall continue
>>> till completion, but I would be curious to compare eventually. So,
>>> yes, please?
>>>
>> Hello Thomas,
>>
>> I was on an occupational journey and had to congratulate my father to
>> his eighty-first birthday today, living at the same location at Essen,
>> Germany. I hope I can post the code tomorrow. It is just a mesh and
>> some macros to put the tiles into a window with rounded frames and a
>> frame all around them to have a window.
>>
>
> That is ok, Michael. Happy Birthday to your father! I hope he is in good
> health.
>
Hello Thomas,
you will find the macros now in p.b.s-f. I haven't used them in
closeups, so the textures could need improvement.
As to my father: He was very happy about my unheralded visit and I would
be happy to have his health condition if I ever reach his age.
Best regards
Michael
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This is #2.
Basic frame texture and some small issues (code needs cleaning up).
--
Thomas
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This is #2.
Basic frame texture and some small issues (code needs cleaning up).
--
Thomas
Post a reply to this message
Attachments:
Download 'cive medieval_test_#2.png' (344 KB)
Preview of image 'cive medieval_test_#2.png'
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Am 13.03.2019 um 12:49 schrieb Thomas de Groot:
> This is #2.
>
> Basic frame texture and some small issues (code needs cleaning up).
Hello Thomas,
congratulations, you crafted this very well. It's very to close to my
macros and showing, that I overlooked a small issue. But with sane
definitions of the width of the wooden frame no one will notice my fault;)
Best regards
Michael
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On 13-3-2019 19:47, MichaelJF wrote:
> Am 13.03.2019 um 12:49 schrieb Thomas de Groot:
>> This is #2.
>>
>> Basic frame texture and some small issues (code needs cleaning up).
> Hello Thomas,
>
> congratulations, you crafted this very well. It's very to close to my
> macros and showing, that I overlooked a small issue. But with sane
> definitions of the width of the wooden frame no one will notice my fault;)
>
Thank you indeed, Michael. I have not yet looked at your code but will
do that soon. However, your test image is very explicit and shows the
good work already.
The small issue I was talking about is the thin line of light visible
between the glass/lead and the window frame. It could be the window
being a tiny bit too small but I guess it is light "leaking" at angles.
Something similar is shown at the angle between floor and wall. I dimly
remember this phenomenon was discussed many years ago and I do not
remember the way to correct that, except, I believe, by using stochastic
anti-aliasing. I shall test that in any case.
--
Thomas
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On 14-3-2019 8:43, Thomas de Groot wrote:
> The small issue I was talking about is the thin line of light visible
> between the glass/lead and the window frame. It could be the window
> being a tiny bit too small but I guess it is light "leaking" at angles.
> Something similar is shown at the angle between floor and wall. I dimly
> remember this phenomenon was discussed many years ago and I do not
> remember the way to correct that, except, I believe, by using stochastic
> anti-aliasing. I shall test that in any case.
>
As I supposed indeed, stochastic antialiasing (with no_cache) solves the
issue.
--
Thomas
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On 14-3-2019 13:28, Thomas de Groot wrote:
> On 14-3-2019 8:43, Thomas de Groot wrote:
>> The small issue I was talking about is the thin line of light visible
>> between the glass/lead and the window frame. It could be the window
>> being a tiny bit too small but I guess it is light "leaking" at
>> angles. Something similar is shown at the angle between floor and
>> wall. I dimly remember this phenomenon was discussed many years ago
>> and I do not remember the way to correct that, except, I believe, by
>> using stochastic anti-aliasing. I shall test that in any case.
>>
>
> As I supposed indeed, stochastic antialiasing (with no_cache) solves the
> issue.
>
The downside of this is that combining stochastic aa with photons, will
dramatically decrease render speed. A rough calculation for the image
above, with a crude setting of aa (+a0.1) and with photons enabled,
shows that it will take at least 24 hours to render. :-(
--
Thomas
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On 15-3-2019 9:35, Thomas de Groot wrote:
> On 14-3-2019 13:28, Thomas de Groot wrote:
>> On 14-3-2019 8:43, Thomas de Groot wrote:
>>> The small issue I was talking about is the thin line of light visible
>>> between the glass/lead and the window frame. It could be the window
>>> being a tiny bit too small but I guess it is light "leaking" at
>>> angles. Something similar is shown at the angle between floor and
>>> wall. I dimly remember this phenomenon was discussed many years ago
>>> and I do not remember the way to correct that, except, I believe, by
>>> using stochastic anti-aliasing. I shall test that in any case.
>>>
>>
>> As I supposed indeed, stochastic antialiasing (with no_cache) solves
>> the issue.
>>
>
> The downside of this is that combining stochastic aa with photons, will
> dramatically decrease render speed. A rough calculation for the image
> above, with a crude setting of aa (+a0.1) and with photons enabled,
> shows that it will take at least 24 hours to render. :-(
>
Not precise enough I am afraid. I need to give you more relevant info:
+ The issue mentioned above was solved using UberPOV, without photons,
and with no_cache on in the radiosity block. Command line: +w640 +h640
+am3 +a0.01 +ac0.995 +r3 +bm2 +bs8 +wt6. Radiosity's count was lowered
to 10. Render time seemed acceptably "low" (I didn't render a complete
image).
+ The same settings using UberPOV, this time with photons on, the render
time soared up to the estimate of 24 hours+.
+ Using the latest version of 3.8, and with identical settings for +am3
on the command line (no_cache is /not/ available in this version), both
with or without photons available, the render time was "low" i.e.
acceptable for a test and within the hour. However, the issue mentioned
above was *not* solved. I tried to increase dramatically the count value
in the radiosity block but to no avail where the issue was concerned.
I would like some expert's view on the matter please.
--
Thomas
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