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From: nemesis
Subject: Re: waste of time!
Date: 1 Feb 2008 08:58:26
Message: <47a32582@news.povray.org>
For this one, I posted the zipped source files and inkscape svg for 
curve editing in p.b.s-f.

Here's an update with photons, normals (in some cups) and area_lights. 
It was taking more time than I wanted.  I have to go to work! :P


marked the image to point out areas in which the curve segments seem too 
sharp.  It seems no matter how much I tweak the curves in inkscape they 
do still show up in povray, though seem completely smooth in inkscape.

The second scene better shows the curve.  It seems refraction in the 
first one only makes things worse.  Yes, I know sturm should do better, 
but it really doesn't help, as the second cup model uses sturm and to no 
good.

any thoughts?


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Attachments:
Download 'cups-wip3-questions.png' (470 KB) Download 'vase.png' (155 KB)

Preview of image 'cups-wip3-questions.png'
cups-wip3-questions.png

Preview of image 'vase.png'
vase.png


 

From: alphaQuad
Subject: Re: waste of time!
Date: 3 Feb 2008 23:05:00
Message: <web.47a68dc7b082306ef89b659f0@news.povray.org>
nemesis <nam### [at] gmailcom> wrote:
 Yes, I know sturm should do better,
> but it really doesn't help, as the second cup model uses sturm and to no
> good.
>
> any thoughts?



Does the help file apply here?
//The following list shows all objects for which the Sturmian root solver can be
used
// lathe (only with quadratic splines




*************************



Everyone is probably bored with this but it has been an optical eyeopener.
was away for a week root canalling, so this will seem way late.

IMAGE   13:
back cup restored to orig color for final radiosity, marking subtle-changes
image
tighted up area light
echof(vlength(lv)) = 11.75
arraylen = .8

Global
      max_trace_level 15
      adc_bailout .02
      (assumed_gamma default)

radiosity pass w/previous photon map (Global assumed_gamma 2.0 - radiosity rends

count 30
nearest_count 8
gray_threshold 0.02
minimum_reuse .0095
brightness 0.2



have we done all pov can do to this image yet? :p

All fimages were:
Preset INI file is 'QUICKRES.INI', section is '[640x480, AA 0.3]'.

What I think I learned

//sturm
//The following list shows all objects for which the Sturmian root solver can be
used
// lathe (only with quadratic splines)

//hollow     extra hollow in union

area light length needed adjusting for the scene 0.8 from 1.0 was noticeable
what really happened:

Parsing Options
  Input file: glasses13rad.pov (compatible to version 3.63)
  Remove bounds........On
  Split unions.........Off

Output Options
  Image resolution 640 by 480 (rows 1 to 480, columns 1 to 640).
  Output file: glasses13rad.png, 24 bpp PNG
  Graphic display......On  (gamma: 2.2)
  Mosaic preview.......Off
  CPU usage histogram..Off
  Continued trace......Off
Tracing Options
  Quality:  9
  Bounding boxes.......On   Bounding threshold: 3
  Light Buffer.........On
  Vista Buffer.........On   Draw Vista Buffer....Off
  Antialiasing.........On  (Method 1, Threshold 0.300, Depth 3, Jitter 1.00)
  Clock value:    0.000  (Animation off)

Scene Statistics
  Finite objects:            9
  Infinite objects:          1
  Light sources:             2
  Total:                    12

Render Statistics
Image Resolution 640 x 480

Pixels:           319210   Samples:          546930   Smpls/Pxl: 1.71
Rays:            7629558   Saved:           2313696   Max Level: 15/15

Ray->Shape Intersection          Tests       Succeeded  Percentage

Lathe                         53356754        32372248     60.67
Lathe Bound                   53356754        42364921     79.40
Plane                         49921022         4233572      8.48
Bounding Box                 349147797       111281847     31.87
Vista Buffer                   2918700         1976984     67.74


Roots tested:              63832664   eliminated:                    0
Calls to Noise:                   0   Calls to DNoise:              10

Shadow Ray Tests:          44638470   Succeeded:              28407418
Reflected Rays:             3964830   Total Internal:           893837
Refracted Rays:             3070967
Transmitted Rays:                26

Radiosity samples calculated:             1790 (0.15 %)
Radiosity samples reused:              1192958

Smallest Alloc:                  50 bytes
Largest  Alloc:              327728 bytes
Total Alloc calls:             3336         Free calls:           3328
Peak memory used:          10847845 bytes


Total Scene Processing Times
  Parse Time:    0 hours  0 minutes  0 seconds (0 seconds)
  Photon Time:   0 hours  0 minutes  2 seconds (2 seconds)
pervious pass:
Photon Time:   0 hours  1 minutes  14 seconds (74 seconds)
  Render Time:   1 hours 57 minutes 56 seconds (7076 seconds)
  Total Time:    1 hours 57 minutes 58 seconds (7078 seconds)
POV-Ray finished


There is likely something here to discuss regarding settings and output results.
Nice technique with all the switches and the genius behind the photons and
texture.

aQ takes Nemesis for ride in the grav-A ship. Notice there are no seat belts
needed.

oh craap now I see "dispersion_samples"
it never ends, this evolution image file could have been better and shown more
optional results.


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From: nemesis
Subject: Re: waste of time!
Date: 4 Feb 2008 12:05:00
Message: <web.47a7449eb082306efba9d8b70@news.povray.org>
really impressive, man!  You take povray rendering tests far more metodically
and seriously than I'd ever hope for! :)

"alphaQuad" <alp### [at] earthlinknet> wrote:
> Global
>       max_trace_level 15
>       adc_bailout .02
>       (assumed_gamma default)
>
> radiosity pass w/previous photon map (Global assumed_gamma 2.0 - radiosity rends

> count 30
> nearest_count 8
> gray_threshold 0.02
> minimum_reuse .0095
> brightness 0.2

oh, simple yet nice...

> // lathe (only with quadratic splines)



standard drawing curve primitive in all vector graphics programs I know of.

> //hollow     extra hollow in union

yeah, I went extra paranoid in case I was testing media for the material... :P

>   Total Time:    1 hours 57 minutes 58 seconds (7078 seconds)

well, of course normals not used. ;)

> aQ takes Nemesis for ride in the grav-A ship. Notice there are no seat belts
> needed.

that was a sweet ride, thanks. :)

I think I liked 11 the best, both the colors, coloured reflections and slightly
brighter photon mapping. :)

> oh craap now I see "dispersion_samples"
> it never ends, this evolution image file could have been better and shown more
> optional results.

someone could come up with a really nice and detailed marble material for the
ground (or table top). :)


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From: Nicolas Alvarez
Subject: Re: waste of time!
Date: 4 Feb 2008 12:18:03
Message: <47a748cb@news.povray.org>

>>   Total Time:    1 hours 57 minutes 58 seconds (7078 seconds)
> 
> well, of course normals not used. ;)

Well, stop saying "I envy your renderfarm" and use it. Send me a zip 
with the scene and all needed includes (even the standard .incs that 
come with POV-Ray!), and image size, aa settings, and animation 
settings. Also, a rough render time estimate, so I know how many tiles 
to break it in. I'll send you back the image/animation.


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From: alphaQuad
Subject: Re: waste of time!
Date: 4 Feb 2008 12:40:00
Message: <web.47a74a32b082306ee1613fbd0@news.povray.org>
Alain <ele### [at] netscapenet> 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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From: nemesis
Subject: Re: waste of time!
Date: 4 Feb 2008 13:00:00
Message: <web.47a75214b082306efba9d8b70@news.povray.org>
Nicolas Alvarez <nic### [at] gmailisthebestcom> 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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From: alphaQuad
Subject: Re: waste of time!
Date: 4 Feb 2008 13:30:00
Message: <web.47a75889b082306ee1613fbd0@news.povray.org>
"nemesis" <nam### [at] gmailcom> 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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From: Nicolas Alvarez
Subject: Re: waste of time!
Date: 4 Feb 2008 13:35:03
Message: <47a75ad7$1@news.povray.org>

> Nicolas Alvarez <nic### [at] gmailisthebestcom> 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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From: nemesis
Subject: Re: waste of time!
Date: 4 Feb 2008 14:10:00
Message: <web.47a76234b082306efba9d8b70@news.povray.org>
Nicolas Alvarez <nic### [at] gmailisthebestcom> 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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From: alphaQuad
Subject: Re: waste of time!
Date: 4 Feb 2008 15:10:01
Message: <web.47a77025b082306ee1613fbd0@news.povray.org>
I had to check.

img 11 used assumed_gamma 1.5 with horizontal rays


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