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From: Trevor G Quayle
Subject: Orange Clock Final
Date: 30 Dec 2006 19:45:00
Message: <web.459707d77d1c78e62ac336070@news.povray.org>
The final run of my Clockwork Orange redux.  For some reason this took eons
to render, something in the order of 5 days (partially because of 256 light
sources and AA 0.0).  My next CGSphere submission (and possibly last
depending on how the voting down continues)

-tgq


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From: Slime
Subject: Re: Orange Clock Final
Date: 30 Dec 2006 19:51:42
Message: <4597099e$1@news.povray.org>
Looks pretty good.

> For some reason this took eons
> to render, something in the order of 5 days (partially because of 256
light
> sources and AA 0.0).

Why did you need that many light sources? It looks like a few area lights
and *maybe* some radiosity would have done fine.

 - Slime
 [ http://www.slimeland.com/ ]


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From: Billy R 
Subject: Re: Orange Clock Final
Date: 31 Dec 2006 01:26:03
Message: <459757fb$1@news.povray.org>
Trevor G Quayle wrote:
> The final run of my Clockwork Orange redux.  For some reason this took eons
> to render, something in the order of 5 days (partially because of 256 light
> sources and AA 0.0).  My next CGSphere submission (and possibly last
> depending on how the voting down continues)
> 
> -tgq
> 
> 
> ------------------------------------------------------------------------
> 

256 light sources does seem just a bit excessive.

Also, don't worry about the downvoting. I have yet to find a 
user-submitted-content-with-peer-voting website that doesn't have 
downvoting.


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From: Jim Charter
Subject: Re: Orange Clock Final
Date: 31 Dec 2006 01:56:49
Message: <45975f31$1@news.povray.org>
Trevor G Quayle wrote:
> The final run of my Clockwork Orange redux.  For some reason this took eons
> to render, something in the order of 5 days (partially because of 256 light
> sources and AA 0.0).  My next CGSphere submission (and possibly last
> depending on how the voting down continues)
> 
> -tgq
> 
> 
> ------------------------------------------------------------------------
> 
Great image, Trevor!


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From: Orchid XP v3
Subject: Re: Orange Clock Final
Date: 31 Dec 2006 06:14:15
Message: <45979b87@news.povray.org>
This is possibly the most random POV-Ray image ever... Nicely done though.


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From: Trevor G Quayle
Subject: Re: Orange Clock Final
Date: 31 Dec 2006 10:35:00
Message: <web.4597d7cb9a6664452ac336070@news.povray.org>
"Slime" <fak### [at] emailaddress> wrote:
> Looks pretty good.
>
> > For some reason this took eons
> > to render, something in the order of 5 days (partially because of 256
> light
> > sources and AA 0.0).
>
> Why did you need that many light sources? It looks like a few area lights
> and *maybe* some radiosity would have done fine.
>
>  - Slime
>  [ http://www.slimeland.com/ ]

Yes, it needs that may light sources.  The lighting is the HDRI-based light
system I've been perpetually working on.  It uses median-cut method (plus
some other stuff) so it is a n^2 problem.  I usually use a level of 8 to
get the smoothest minimum results (i.e. 2^8=256 sources).  Just simply
placing area lights wouldn't give a 'proper' light distribution for the
scene, as it calculates light from the entire HDRI environment map.  Unlike
radiosity, it uses 'active' light sources.  I can't get as good results with
radiosity without extremely high settings.
Usually the scenes don't run as long as this one, I can't figure out what
slows it down so much.  It appears to come from the csg gears mostly.  I
did get it to run somewhat better using manual bounding.
As, I've stated previously, I hope to post my lighting system when I'm fully
satisfied with it's performance.

-tgq


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From: Trevor G Quayle
Subject: Re: Orange Clock Final
Date: 31 Dec 2006 10:35:00
Message: <web.4597d7ff9a6664452ac336070@news.povray.org>
Jim Charter <jrc### [at] msncom> wrote:
> Trevor G Quayle wrote:
> > The final run of my Clockwork Orange redux.  For some reason this took eons
> > to render, something in the order of 5 days (partially because of 256 light
> > sources and AA 0.0).  My next CGSphere submission (and possibly last
> > depending on how the voting down continues)
> >
> > -tgq
> >
> >
> > ------------------------------------------------------------------------
> >
> Great image, Trevor!

Thanks, I'm quite satisfied myself (for now...)

-tgq


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From: St 
Subject: Re: Orange Clock Final
Date: 31 Dec 2006 12:47:13
Message: <4597f7a1$1@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote in message 
news:web.459707d77d1c78e62ac336070@news.povray.org...
> The final run of my Clockwork Orange redux.  For some reason this took 
> eons
> to render, something in the order of 5 days (partially because of 256 
> light
> sources and AA 0.0).

  Aaaargh! I couldn't do a 5 day render... (My patience that was once 
unlimited, is now limited).


 Nice image Trevor. Well modeled.  8 out of 10 from me only because I don't 
like the dark skysphere effect. The other thing that spoils it for me is 
that standard background that you shouldn't change, (rules).  :o/

  ~Steve~




> -tgq


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From: bob from oz
Subject: Re: Orange Clock Final
Date: 31 Dec 2006 18:36:26
Message: <4598497a$1@news.povray.org>
Trevor G Quayle wrote:
> The final run of my Clockwork Orange redux.  For some reason this took eons
> to render, something in the order of 5 days (partially because of 256 light
> sources and AA 0.0).  My next CGSphere submission (and possibly last
> depending on how the voting down continues)


this is very pretty. i like it.

bob


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From: Trevor G Quayle
Subject: Re: Orange Clock Final
Date: 1 Jan 2007 14:55:01
Message: <web.459966739a6664452ac336070@news.povray.org>
>   Aaaargh! I couldn't do a 5 day render... (My patience that was once
> unlimited, is now limited).
>

Me neither, but it was Christmas so my laptop would've been idle anyways.

>
>  Nice image Trevor. Well modeled.  8 out of 10 from me only because I don't
> like the dark skysphere effect. The other thing that spoils it for me is
> that standard background that you shouldn't change, (rules).  :o/
>
>   ~Steve~
>

Thanks.  I may end up doing a wallpaper series using different environment
maps.  At least without the grid I won't need the AA 0.0 settings so
they'll be faster to run.

-tgq


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