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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?
Post a reply to this message
Attachments:
Download 'cups-wip3-questions.png' (470 KB)
Download 'vase.png' (155 KB)
Preview of image 'cups-wip3-questions.png'
Preview of image 'vase.png'
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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.
Post a reply to this message
Attachments:
Download 'evolution.jpg' (278 KB)
Preview of image 'evolution.jpg'
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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). :)
Post a reply to this message
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>> 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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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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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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"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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> 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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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... ;)
Post a reply to this message
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I had to check.
img 11 used assumed_gamma 1.5 with horizontal rays
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