|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hello everyone,
I've been here for a while but never posted my RSOCP. Well, here it is: I
enhanced the SDL raytracer of the documentation to support planes and fog.
I calculated the formula for plane intersections by hand which was a bit
of a problem for me ;) I cannot remember how long it took to render or
more precisely parse. This image was rendered in 800 x 600 and scaled up
to 1024 x 768. Unfortunately I think I discovered a strange macro bug that
added blue pixels here and there. I have another
project on RSOCPs but its in a very early stage.
http://geloescht.net/allerlei/raytracer.jpg
PS: reflective sphere on checkered plane, the hard way :)
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Lukas Winter" <web### [at] removeitgeloeschtnet> schreef in bericht
news:pan### [at] removeitgeloeschtnet...
> Hello everyone,
> I've been here for a while but never posted my RSOCP. Well, here it is: I
> enhanced the SDL raytracer of the documentation to support planes and fog.
> I calculated the formula for plane intersections by hand which was a bit
> of a problem for me ;) I cannot remember how long it took to render or
> more precisely parse. This image was rendered in 800 x 600 and scaled up
> to 1024 x 768. Unfortunately I think I discovered a strange macro bug that
> added blue pixels here and there. I have another
> project on RSOCPs but its in a very early stage.
>
> http://geloescht.net/allerlei/raytracer.jpg
>
> PS: reflective sphere on checkered plane, the hard way :)
Welcome on board!
A couple of comments about your image:
- Don't scale up your image after render. You only increase the jaggies
(when present) and make the scene more ugly than necessary. Either render at
1024x768 or keep the image at 800x600. That would be perfectly ok.
- Use (always) antialiasing in your image.
- I wonder about that problem concerning planes and fog. What was it you
wanted to do? You know that you can add the 'hollow' keyword to an object?
or the 'inverse' keyword? Look up the documentation on this.
- You can use radiosity to make your shadows less dense. Alternatively, use
a shadowless light at a convenient position to light shadows a bit up
(faster than radiosity). Also consider using an area_light for smoother
lighting.
- I don't know about those dark pixels :-)
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Am Thu, 22 Mar 2007 10:32:57 +0100 schrieb Thomas de Groot:
>
> Welcome on board!
> A couple of comments about your image: - Don't scale up your image after
> render. You only increase the jaggies (when present) and make the scene
> more ugly than necessary. Either render at 1024x768 or keep the image at
> 800x600. That would be perfectly ok. - Use (always) antialiasing in your
> image. - I wonder about that problem concerning planes and fog. What was
> it you wanted to do? You know that you can add the 'hollow' keyword to an
> object? or the 'inverse' keyword? Look up the documentation on this. - You
> can use radiosity to make your shadows less dense. Alternatively, use a
> shadowless light at a convenient position to light shadows a bit up
> (faster than radiosity). Also consider using an area_light for smoother
> lighting.
> - I don't know about those dark pixels :-)
>
> Thomas
Take a look at your povray documentation 2.3.10. There is no sphere {} or
plane {} in my code or anything like that ;) I could try to add
anti-aliasing to the raytracer or area lights but SDL is not that
efficient. I think this image took almost one hour to parse. The image was
not scaled up after it was rendered but during the render.
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Lukas Winter" <web### [at] removeitgeloeschtnet> schreef in bericht
news:pan### [at] removeitgeloeschtnet...
>
> Take a look at your povray documentation 2.3.10. There is no sphere {} or
> plane {} in my code or anything like that ;) I could try to add
> anti-aliasing to the raytracer or area lights but SDL is not that
> efficient. I think this image took almost one hour to parse. The image was
> not scaled up after it was rendered but during the render.
>
Oh dear!
Well, I never looked at that paragraph :-)
I confess I never did that, so I was totally fooled! Nice!
Thomas
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
> PS: reflective sphere on checkered plane, the hard way :)
I am impressed. Very geeky. ;-)
William
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |