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4 May 2024 19:27:50 EDT (-0400)
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From: MichaelJF
Subject: Re: Exploring Medieval windows
Date: 11 Mar 2019 17:32:19
Message: <5c86d3e3$1@news.povray.org>
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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From: Thomas de Groot
Subject: Re: Exploring Medieval windows
Date: 12 Mar 2019 06:03:59
Message: <5c87840f@news.povray.org>
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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From: MichaelJF
Subject: Re: Exploring Medieval windows
Date: 12 Mar 2019 19:05:21
Message: <5c883b31$1@news.povray.org>
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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From: Thomas de Groot
Subject: Re: Exploring Medieval windows
Date: 13 Mar 2019 07:47:44
Message: <5c88ede0$1@news.povray.org>
This is #2.

Basic frame texture and some small issues (code needs cleaning up).

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Exploring Medieval windows
Date: 13 Mar 2019 07:49:13
Message: <5c88ee39@news.povray.org>
This is #2.

Basic frame texture and some small issues (code needs cleaning up).
-- 
Thomas


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Attachments:
Download 'cive medieval_test_#2.png' (344 KB)

Preview of image 'cive medieval_test_#2.png'
cive medieval_test_#2.png


 

From: MichaelJF
Subject: Re: Exploring Medieval windows
Date: 13 Mar 2019 14:47:16
Message: <5c895034$1@news.povray.org>
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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From: Thomas de Groot
Subject: Re: Exploring Medieval windows
Date: 14 Mar 2019 03:43:09
Message: <5c8a060d$1@news.povray.org>
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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From: Thomas de Groot
Subject: Re: Exploring Medieval windows
Date: 14 Mar 2019 08:28:54
Message: <5c8a4906$1@news.povray.org>
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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From: Thomas de Groot
Subject: Re: Exploring Medieval windows
Date: 15 Mar 2019 04:36:02
Message: <5c8b63f2@news.povray.org>
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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From: Thomas de Groot
Subject: Re: Exploring Medieval windows
Date: 15 Mar 2019 07:54:12
Message: <5c8b9264$1@news.povray.org>
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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