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Recent discussions about povray rendering quality inspired me to do
this. I was actually more interested in quality anti-aliasing, as I've
had some pretty bad AA before of edges against very bright background
surfaces in radiosity settings. So, it's the first time I've used such
impressive AA. It took 4 hours (radiosity per se was pretty fast) but
is well worth it.
code:
#local HQ = 1;
#local GI = 1;
#local GIgather = 0;
#local CAUSTICS = 0;
#local CAUSTICSgather = 1;
#default { finish { ambient 0 diffuse .6 } }
global_settings {
max_trace_level 12
adc_bailout .01
#if (GI)
radiosity {
brightness 1.8
gray_threshold .7
#if (GIgather)
save_file "rsocp.rad"
#else
load_file "rsocp.rad"
#end
always_sample off
count 40*3
error_bound .4
low_error_factor .8
pretrace_end .006
nearest_count 8
}
#end
#if (CAUSTICS)
photons { count 40000
#if (CAUSTICSgather)
save_file "rsocp.phm"
#else
load_file "rsocp.phm"
#end
}
#end
}
union {
sphere { 0, 1
pigment { rgb 1 }
finish { ambient .8 diffuse .8 }
scale 1000
}
sphere { 0, 1
pigment { rgbt <1,1,1,0> }
finish { ambient .01 diffuse .3 brilliance 1
specular 1 roughness .001
conserve_energy
reflection { .2,.5 fresnel exponent 1 falloff 2 }
}
}
plane { y, -1
pigment { checker rgb 1 rgb 0 }
}
difference {
box { -8,8 }
plane { -z, -7 pigment { rgbt 1 } }
pigment { rgb .6 }
translate z*1
}
light_source { z*20 .7 fade_power 2 fade_distance 18 rotate -x*30
rotate y*20
#if (HQ) area_light x*2,y*2,5,5 orient circular adaptive 0
jitter #end
}
rotate y*40
rotate -x*10
translate z*5.3
}
#if (!GI)
light_source { -8*z .6 shadowless }
#end
camera { angle 60
//#if (HQ) aperture .01 blur_samples 32*64 confidence .999 variance
0 #end
#if (HQ) aperture .01 blur_samples 32*16 confidence .98 variance 0 #end
}
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Attachments:
Download 'biased_rsocp.jpg' (37 KB)
Preview of image 'biased_rsocp.jpg'
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A 10 minutes rendering with brute force and 1 core.
temptation was too strong...
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Attachments:
Download 'test_2.jpg' (265 KB)
Preview of image 'test_2.jpg'
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fidos wrote:
> A 10 minutes rendering with brute force and 1 core.
it's amazing. Despite the noise, antialising is quite good. Comment
out the camera aperture settings in the scene for normal povray and the
plane becomes a horrid mess of pixels...
> temptation was too strong...
I was expecting you to give it a shot! :)
keep it up, you know I like these challenges... :)
next I'm dropping the light_source and try to get this same diffuse
sphere shadow on the ground.
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and here it is, no light_sources and a few extra tweakings, like recursion_limit
2 to more closely resemble the path tracing. BTW, I was in a hurry and got the
title wrong, but fidos was kind enough not to let it die in vain...
#local HQ = 1;
#local GI = 1;
#local GIgather = 0;
#local CAUSTICS = 0;
#local CAUSTICSgather = 1;
#default { finish { ambient 0 diffuse .56 } }
global_settings {
max_trace_level 12
adc_bailout .01
#if (GI)
radiosity {
brightness 2.5
gray_threshold .7
#if (GIgather)
save_file "rsocp.rad"
#else
load_file "rsocp.rad"
#end
always_sample off
count 80*6
error_bound .4
low_error_factor .8
pretrace_end .006
nearest_count 12
recursion_limit 2
}
#end
#if (CAUSTICS)
photons { count 40000
#if (CAUSTICSgather)
save_file "rsocp.phm"
#else
load_file "rsocp.phm"
#end
}
#end
}
union {
// sky
sphere { 0, 1
pigment { rgb 1 }
finish { ambient 1.6 diffuse .8 }
scale 1000
}
sphere { 0, 1
pigment { rgbt <1,1,1,0>/2 }
finish { ambient 0 diffuse .3 brilliance 1.1
specular 1 roughness .003
conserve_energy
#if (!GIgather) reflection { .06,.5 fresnel exponent 1 falloff 2 }
#end
}
interior { ior 2 } // forgot the ior for fresnel reflection!!
hollow
}
plane { y, -1
pigment { checker rgb 1 rgb 0 }
}
difference {
box { -8,8 }
plane { -z, -7 pigment { rgbt 1 } }
pigment { rgb .6 }
translate z*1
}
#if (0)
light_source { z*20 .7 fade_power 2 fade_distance 18 rotate -x*30 rotate
y*20
#if (HQ) area_light x*2,y*2,5,5 orient circular adaptive 0 jitter #end
}
#end
rotate y*40
rotate -x*10
translate z*5.3
}
#if (!GI)
light_source { -8*z .6 shadowless }
#end
camera { angle 60
//#if (HQ) aperture .01 blur_samples 32*64 confidence .999 variance 0 #end
//#if (!GIgather & HQ) aperture .01 blur_samples 32*16 confidence .98
variance 0 #end
#if (!GIgather & HQ) aperture .008 blur_samples 32*10 confidence .96
variance 0 #end
}
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Attachments:
Download 'biased_rsocp-wip3.png' (119 KB)
Preview of image 'biased_rsocp-wip3.png'
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oh, rendertime of 2:04 hours on a P4 2.66, thanks to the high-quality AA from
camera aperture settings...
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BTW, why is it that the ground just in front of the big open box and
beyond is slightly darker?
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nemesis wrote:
> BTW, why is it that the ground just in front of the big open box and
> beyond is slightly darker?
Looks like a bug. They should definitely be white. And there should not
be a rapid change in lightness where the box "ends".
Post a reply to this message
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