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Alain <ele### [at] netscape net> wrote:
> Now, how about adding some dispersion...
>
> dispersion 0.03#if(CRAZY)dispersion_samples 20 #else dispersion_samples 9 #end
Hmmm
The dispersion value is the ratio of refractive indices for violet to red. It
controls the strength of dispersion (how much the colors are spread out) used.
A DISPERSION_VALUE of 1 will give no dispersion, good values are 1.01 to 1.1.
why 0.03?
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Nicolas Alvarez <nic### [at] gmail is the best com> wrote:
> Send me a zip
> with the scene and all needed includes (even the standard .incs that
> come with POV-Ray!)
well, I've already uploaded the zip to p.b-s-f, including inkscape files for
just that one of the main reasons for a slow rendering of that original scene,
besides the adc_bailout, was the normals interacting with IOR. Turn that
parameter on and it should drag badly. My last scene lets you turn it on or
off by cup... that's just if you want to play with it.
cubic splines...
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"nemesis" <nam### [at] gmail com> wrote:
> really impressive, man! You take povray rendering tests far more metodically
> and seriously than I'd ever hope for! :)
> I think I liked 11 the best, both the colors, coloured reflections and slightly
> brighter photon mapping. :)
Img 11:
if I can remember ...
no radiosity
basically your scene file with default gamma
but I get seasick rotating floors (or standing the camera on its A for that
matter)then intuitive movement becomes a task.
so rotate -x*30 your shadowless light and you should have the colored
reflections.
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> Nicolas Alvarez <nic### [at] gmail is the best com> wrote:
>> Send me a zip
>> with the scene and all needed includes (even the standard .incs that
>> come with POV-Ray!)
>
> well, I've already uploaded the zip to p.b-s-f, including inkscape files for
> just that one of the main reasons for a slow rendering of that original scene,
> besides the adc_bailout, was the normals interacting with IOR. Turn that
> parameter on and it should drag badly. My last scene lets you turn it on or
> off by cup... that's just if you want to play with it.
And my point is just that if you want to see what it looks like with
normals and IOR and focal blur and area lights and photons and
dispersion *all together*, but don't want to wait a week (or a month),
just send me it...
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Nicolas Alvarez <nic### [at] gmail is the best com> wrote:
> And my point is just that if you want to see what it looks like with
> normals and IOR and focal blur and area lights and photons and
> dispersion *all together*, but don't want to wait a week (or a month),
> just send me it...
the scene is in p.b.s-f. It has several parameters already, except for
dispersion, which you could copy-paste from Alain's example into the interior
in the tex macro. Turn on all parameters and get ready for some fun. I hope
you don't turn on the CRAZY parameter though. it's supposed to create
portals... ;)
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I had to check.
img 11 used assumed_gamma 1.5 with horizontal rays
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> Nicolas Alvarez <nic### [at] gmail is the best com> wrote:
>> And my point is just that if you want to see what it looks like with
>> normals and IOR and focal blur and area lights and photons and
>> dispersion *all together*, but don't want to wait a week (or a month),
>> just send me it...
>
> the scene is in p.b.s-f. It has several parameters already, except for
> dispersion, which you could copy-paste from Alain's example into the interior
> in the tex macro. Turn on all parameters and get ready for some fun. I hope
> you don't turn on the CRAZY parameter though. it's supposed to create
> portals... ;)
Image is rendering. Watch it go:
http://impfarm.imp.org/~boincadm/sample_results/cups.php
(background is a scaled 160x120 render, rendered tiles are overlaid there)
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Nicolas Alvarez <nic### [at] gmail is the best com> wrote:
> Image is rendering. Watch it go:
>
> http://impfarm.imp.org/~boincadm/sample_results/cups.php
holy crap, man! This is amazing! Did you put dispersion there? Not that I
care, but...
"Boinc Admin"? :))
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> holy crap, man! This is amazing! Did you put dispersion there? Not that I
> care, but...
No I didn't. Want it for the next render? :)
I should really work on some dynamic tiling, even if I have to set the
tiles by hand. It's annoying when the square at 0,0 (top left) takes 1
second, and other tiles in the middle of glass objects take 10 minutes
or more. It should be for example one big rectangle covering all the
non-glass background...
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> Image is rendering.
It's done. I'll put the tiles together.
My initial estimate (by extrapolating render times of smaller
resolutions) was it would have taken 12 hours on my computer alone.
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