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3 May 2024 23:16:30 EDT (-0400)
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From: nemesis
Subject: Re: waste of time!
Date: 28 Jan 2008 10:55:41
Message: <479dfafd@news.povray.org>
> z*2.6-y/3+x*.1 instead of <0.1, -1/3, 2.6>? This isn't the obfuscated 
code contest, you know :)

it's what happens when you begin with just one dimension and then add 
another, and then, a last one as well... :P

> I'm trying to modify the scene so that the camera gets rotated, instead 
> of the whole scene. And taking that lightsource outside the union. My 
> final goal is a camera rotate y*360*clock that looks good. It's not 
> turning out so easy...

not really needed camera rotation for that.

just before rotate -x*amount
add:
rotate y*360*clock


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From: Jan Dvorak
Subject: Re: waste of time!
Date: 28 Jan 2008 10:56:57
Message: <479dfb49@news.povray.org>
Nicolas Alvarez napsal(a):

>>
>> seemingly, yes.  It gives a "suspicious" warning at the console 
>> output.  It's rgbft.  I think I should've put some more transmit and a 
>> little less filter.  Hmm, I suppose 1 filter and 1 transmit do not 
>> work right:  the color became quite bizarre when I tried...  I also 
>> think the original image had a lot more diffuse and ambient as well...
> 
> I heard (filter + transmit) should be <= 1 for things to look correctly.

f+t <= 1
f   >  0
t   >  0

Did I forget something?


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From: nemesis
Subject: Re: waste of time!
Date: 28 Jan 2008 10:58:03
Message: <479dfb8b@news.povray.org>
I think he used basically the same setup, but only too late I realized the 
light should be closer and be directional.  Also, I think he used some 
specular on the floor.  It's much too bright.

BTW, my bezier curve drawing skills suck. :P


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From: Nicolas Alvarez
Subject: Re: waste of time!
Date: 28 Jan 2008 11:01:19
Message: <479dfc4f@news.povray.org>

> 
> not really needed camera rotation for that.
> 
> just before rotate -x*amount
> add:
> rotate y*360*clock

I tweaked lots of settings. I think the camera position doesn't look 
exactly as before, but good enough. Rotating the whole scene in the way 
you say didn't look right, for some strange reason. I also had to tweak 
the z position to make the 'rotation center' better.

[global settings, background, cup, and tex unmodified from original, 
snipping to make post shorter]

light_source {
   1.6*(4-z*8)+y*8
   1.2
   area_light
   x,y,4,4
   circular orient jitter

translate -z*0.8
}

union {
plane { y 0 pigment { rgb 1 } finish { ambient .2 diffuse .6 } }
object { cup translate 0 tex( <.7,.8,1,.8,.1> ) }
object { cup translate z*.7 tex( <.9,.86,.4,.8,.1> ) }
object { cup translate z*(.7+1.3) tex( <1,.96,.84,.8,.1> ) }
object { cup translate x*.7 tex(<1,1,1,.8,.1> ) }
object { cup translate x*.7+z*.7 tex(<.96,1,.67,.8,.1> )}
object { cup translate x*.7+z*.7*2 tex(<.7,1,.7,.8,.1> ) }
object { cup translate -x*.7 tex(<1,.6,.6,.1,.8> ) }
object { cup translate -x*.7+z*(.0+1.3) tex(<.5,.5,.8,.1,.8> ) }
object { cup translate -x*.7*2+z*(-.7+1.3) tex(<.7,1,.94,.1,.8> ) }

translate -z*0.8
}

light_source { <0,1,-8> .7 shadowless }
camera {
   location <0,1.5, -3>
   look_at 0
   angle 55
   //yes, I actually tried focal blur for the final render
   aperture .04 blur_samples 60 confidence 1 focal_point y/3+z*2
   rotate y*360*clock
}


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From: Nicolas Alvarez
Subject: Re: waste of time!
Date: 28 Jan 2008 11:01:56
Message: <479dfc74$1@news.povray.org>

> [global settings, background, cup, and tex unmodified from original, 
> snipping to make post shorter]
> 

Well, I did change rgb with rgbft on the texture :)

PS: you're posting in HTML again.


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From: Ricardo M Barros
Subject: Re: waste of time!
Date: 28 Jan 2008 11:06:01
Message: <479dfd69@news.povray.org>
> You have multiple reflections and refractions. That mean that you have 
tons of 
> rays to compute. Add the aa and the small bumps, you need lot of 
subsampling = 
> lot of time.

yes, but looking at the original scene for the first time, I'd never have 
guessed it!

but you're right, there are rays passing through 3 cups with IOR and 
normals, as well
as reflecting off the other cups in the scene.  It's insanity squared!

> Try adding adc_bailout 0.01 in the global_settings.

I'll try that.  As well as some no_image, no_shadow trickery...

> It will cause a small decrease in quality that can go unnoticed, but 
will 
> accelerate things as the ray tracing will often stop much earlier.

And I didn't even go with media for blurry shadows, area_lights, radiosity 
and caustics! 
I wonder how much time it'd take in an unbiased renderer such as Indigo or 
Luxrender...


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From: Ricardo M Barros
Subject: Re: waste of time!
Date: 28 Jan 2008 11:11:54
Message: <479dfeca@news.povray.org>
How much time would it need, when these cups would be filled with 
different
juices?

Le'mme see:  subsurface scattering with scattering media... hmmm, about 3 
months? ;)

> The final result isn't a waste of time!!

thanks.  you're very kind, but it really is:  the shadows are too sharp 
and there are no caustics 
to feel realistic.
And no, I'm not trying those... :P


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From: Nicolas Alvarez
Subject: Re: waste of time!
Date: 28 Jan 2008 11:39:06
Message: <479e052a$1@news.povray.org>

> It all began with a challenge in a brazilian forum, when some guy claimed this
> scene:
> http://200.213.105.41/greysilica/exemplos/cjcopojateado.png
> 
> took him 48 hours to render with Blender internal renderer.
> 
> Surely something was wrong, or so I thought.  Well, in the region between the
> bottom of second row cups and the top of first row cups, render time was about
> 11 minutes a line!  It is all about refractions, normals and fresnel
> reflections.  40 hours total on a P4 2.66 with povray 3.6.1...
> 

I forgot to mention: I definitely prefer your image than the original :)


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From: Nicolas Alvarez
Subject: Re: waste of time!
Date: 28 Jan 2008 11:40:44
Message: <479e058c$1@news.povray.org>

> And I didn't even go with media for blurry shadows, area_lights, 
> radiosity and caustics!  

I'm trying a render with area_light and focal blur right now.


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From: nemesis
Subject: Re: waste of time!
Date: 28 Jan 2008 11:45:00
Message: <web.479e05cbb082306e773c9a3e0@news.povray.org>
Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
> light_source {
>    1.6*(4-z*8)+y*8
>    1.2
>    area_light
>    x,y,4,4
>    circular orient jitter

oh, my!  do I spot an area_light?  I envy your renderfarm! ;)


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