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Jan Dvorak nous apporta ses lumieres en ce 2008/02/24 06:34:
> Severi Salminen napsal(a):
>> And I love the results so far: it is so easy to make more realistic
>> looking images with a path tracer than with "conventional" ray tracer
>> IMO. Even the last sphere image I posted looks so natural to me. I
>> wonder how easy it would be to reproduce it with POV.
> using high radiosity settings with no conventional light source will do
> the same. I'm thinking of:
> radiosity{
> error_bound 0 //to prevent any reuse
> count 1 //to prevent getting damn slow
> pretrace_start 1 //
> pretrace_end 1 //these won't be used either.
> minimun_reuse 0 //necessary
> normal on //this won't hurt the performance
> #declare s=seed(Parse_String(date("%Y%y%j%H%M%S")))
> #declare d=VRand_On_Sphere(s);
> #if(d.y<0)
> d=-d;
> #end
> samples{1,d}
> randomize on //a (lame) attempt to randomize the sample space.
> //adapt adc_bailout and max_recursion as you like
> }
> The problem is that the light ray always reaches the surface at the same
> angle (different from ray to ray). This might (and will) produce
> artifacts (honestly, I'm interested in these artifacts), it might even
> go all wrong (the first bunce will be OK).
>
Sory, but there is no samples nor randomize in the radiosity settings.
samples is a media quality setting.
There is no "randomize" keyword.
--
Alain
-------------------------------------------------
You know you've been raytracing too long when you keep a blacklist of people who
ask questions about 3DFX products.
Alex McLeod a.k.a. Giant Robot Messiah
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From: Nicolas Alvarez
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 24 Feb 2008 12:44:50
Message: <47c1ad12@news.povray.org>
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Alain escribió:
> Sory, but there is no samples nor randomize in the radiosity settings.
> samples is a media quality setting.
> There is no "randomize" keyword.
There is in MegaPOV.
http://megapov.inetart.net/manual-1.2.1/global_settings.html#radiosity
But Jan should have mentioned his code was for MegaPOV...
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From: Jan Dvorak
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 24 Feb 2008 13:45:57
Message: <47c1bb65@news.povray.org>
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Alain napsal(a):
> Jan Dvorak nous apporta ses lumieres en ce 2008/02/24 06:34:
>> Severi Salminen napsal(a):
>
>>> And I love the results so far: it is so easy to make more realistic
>>> looking images with a path tracer than with "conventional" ray tracer
>>> IMO. Even the last sphere image I posted looks so natural to me. I
>>> wonder how easy it would be to reproduce it with POV.
>> using high radiosity settings with no conventional light source will
>> do the same. I'm thinking of:
>> radiosity{
>> error_bound 0 //to prevent any reuse
>> count 1 //to prevent getting damn slow
>> pretrace_start 1 //
>> pretrace_end 1 //these won't be used either.
>> minimun_reuse 0 //necessary
>> normal on //this won't hurt the performance
>> #declare s=seed(Parse_String(date("%Y%y%j%H%M%S")))
>> #declare d=VRand_On_Sphere(s);
>> #if(d.y<0)
>> d=-d;
>> #end
>> samples{1,d}
>> randomize on //a (lame) attempt to randomize the sample space.
>> //adapt adc_bailout and max_recursion as you like
>> }
>> The problem is that the light ray always reaches the surface at the
>> same angle (different from ray to ray). This might (and will) produce
>> artifacts (honestly, I'm interested in these artifacts), it might even
>> go all wrong (the first bunce will be OK).
>>
> Sory, but there is no samples nor randomize in the radiosity settings.
> samples is a media quality setting.
> There is no "randomize" keyword.
>
this is a megapov feature
--
the ultimate time-killer:
+a0.0 +am2 +r9
Johnny D
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Jan Dvorak nous apporta ses lumieres en ce 2008/02/24 13:45:
> Alain napsal(a):
>> Sory, but there is no samples nor randomize in the radiosity settings.
>> samples is a media quality setting.
>> There is no "randomize" keyword.
>>
> this is a megapov feature
>
There was no way to know that, as you never mentioned that in your original answer.
--
Alain
-------------------------------------------------
A dog is not "almost human" , and I know of no greater insult to the canine race
than to describe it as such.
John Holmes
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Hello,
From my previous post, I mainly introduced the use of triangular portals (all
the previous scene was done with spherical portals).
I tested it on the same kitchen scene rendering with 2 portals put on the
window.
The scene rendered for 24h on 4 cores of a Intel Q6600.
Any comments wellcome.
Regards,
Fidos
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fidos napsal(a):
> Hello,
>
> From my previous post, I mainly introduced the use of triangular portals (all
> the previous scene was done with spherical portals).
>
> I tested it on the same kitchen scene rendering with 2 portals put on the
> window.
>
> The scene rendered for 24h on 4 cores of a Intel Q6600.
>
> Any comments wellcome.
>
> Regards,
> Fidos
>
>
> ------------------------------------------------------------------------
>
I don't remember the previous render being so noisy.
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times look about the same, but lighting is better at the same proportion as
noise is worse.
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I made some big change on the handling of the portals and on the choise of the
pixels to shoot.
A new scene for testing the results : the office of Jaime Vives Piqueres
(http://www.ignorancia.org/en/index.php?page=The_office).
24h of rendering on 4 cores of a Intel Q6600.
6 portals (2 per windows).
This scene is difficult due to the presence of the window shaders that reduce
the light hits.
The results is disapointing for the spikes. I think they are due to the
reflectives objects present in the scene.
Any comments wellcome.
Regards,
Fidos
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From: Nekar Xenos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Mar 2008 01:12:20
Message: <47d0dcc4@news.povray.org>
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"fidos" <fid### [at] wanadoo fr> wrote in message
news:web.47d0431ddcec6a9f23549e750@news.povray.org...
>
> I made some big change on the handling of the portals and on the choise of
> the
> pixels to shoot.
>
> A new scene for testing the results : the office of Jaime Vives Piqueres
> (http://www.ignorancia.org/en/index.php?page=The_office).
>
> 24h of rendering on 4 cores of a Intel Q6600.
>
> 6 portals (2 per windows).
>
> This scene is difficult due to the presence of the window shaders that
> reduce
> the light hits.
>
> The results is disapointing for the spikes. I think they are due to the
> reflectives objects present in the scene.
>
Maybe if you let it render a couple more days... ;)
The lamp next to the pc looks strange...
--
-Nekar Xenos-
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> Maybe if you let it render a couple more days... ;)
I don't think. During the rendering, some spots appear and are very long to
reduce.
>
> The lamp next to the pc looks strange...
I think it is an trick to produce an halo around the lamp. The power of the lamp
is not enough and produce the strange effect.
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