POV-Ray : Newsgroups : povray.binaries.images : more kaleidoscopes Server Time
15 Nov 2024 14:18:41 EST (-0500)
  more kaleidoscopes (Message 1 to 5 of 5)  
From: Russell Towle
Subject: more kaleidoscopes
Date: 24 Feb 2008 13:00:01
Message: <web.47c1b0227943d097cddcee7c0@news.povray.org>
I'm trying to build up good animations of kaleidoscopes but it's pretty slow
going. Where's the render farm? OK. Here's a frame from an animation in which
the gradient z pattern of the base is being rotated through 180 degrees in 180
frames.


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Attachments:
Download 'kaleidotess_a120.jpg' (65 KB)

Preview of image 'kaleidotess_a120.jpg'
kaleidotess_a120.jpg


 

From: Nicolas Alvarez
Subject: Re: more kaleidoscopes
Date: 24 Feb 2008 13:37:08
Message: <47c1b954$1@news.povray.org>

> I'm trying to build up good animations of kaleidoscopes but it's pretty slow
> going. Where's the render farm?

Here it is :)

Email me sources with all dependencies, *including standard include 
files*. And resolution+antialias+animation settings. Preferably also 
memory requirements and average render time; but I can measure that 
myself by rendering a single frame on my computer.

Requirements:
- No radiosity. Tiled rendering and resumed rendering causes radiosity 
artifacts more often than not.
- Each frame should take a while, or some computers could take longer to 
upload the finished frame than to actually render it. In other words, it 
works better with slow frames than with lots of frames. Thousands of 
frames taking less than a minute don't work here.
- If there are long calculations during parsing, save data to a file, 
and if file exists, reload instead of recalculating. This is because 
computers may stop the render and start it again with +c.
- Same goes for photon maps:
#if (file_exists("photons.ph"))
load_file "photons.ph"
#else
spacing 0.01
save_file "photons.ph"
#end


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From: Russell Towle
Subject: Re: more kaleidoscopes
Date: 25 Feb 2008 02:35:00
Message: <web.47c26f579e39cc345df07480@news.povray.org>
Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:

> > I'm trying to build up good animations of kaleidoscopes but it's pretty slow
> > going. Where's the render farm?
>
> Here it is :)
>
> Email me sources with all dependencies, *including standard include
> files*. And resolution+antialias+animation settings. Preferably also
> memory requirements and average render time; but I can measure that
> myself by rendering a single frame on my computer.
>
> Requirements:
> - No radiosity. Tiled rendering and resumed rendering causes radiosity
> artifacts more often than not.
> - Each frame should take a while, or some computers could take longer to
> upload the finished frame than to actually render it. In other words, it
> works better with slow frames than with lots of frames. Thousands of
> frames taking less than a minute don't work here.

Hi Nicolas,

Thanks much for your offer. As it happens the frame I posted took about 55
seconds to render. However, in kaleidoscopes of this kind, if I tilt the camera
up to look more deeply, more distantly into the tessellation, render times
easily climb to more than five minutes per frame. Hence I rarely have many
frames with the camera tilted in that way.

Hence it may happen that some frames render quickly, some slowly.

There is no radiosity, nor are photons involved.

I do not have broadband. It seems that your process would involve sending the
individual frames by email. That could never work for me.

I understand perfectly what you mean about bundling *all* include files. There
is little parse time at all, less than a second. Just lots and lots of
reflections of reflections of reflections, etc.

Con muchas gracias, y tambien, con curiosidad sobre que quiere decir "render


Russell


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From: Nicolas Alvarez
Subject: Re: more kaleidoscopes
Date: 25 Feb 2008 10:47:29
Message: <47c2e311@news.povray.org>

> Hi Nicolas,
> 
> Thanks much for your offer. As it happens the frame I posted took about 55
> seconds to render. However, in kaleidoscopes of this kind, if I tilt the camera
> up to look more deeply, more distantly into the tessellation, render times
> easily climb to more than five minutes per frame. Hence I rarely have many
> frames with the camera tilted in that way.
> 
> Hence it may happen that some frames render quickly, some slowly.

Hmm... There is a problem with time estimation there, if frames take a 
very different amount of time. But 55 seconds vs 5 minutes isn't much 
difference.

> I do not have broadband. It seems that your process would involve sending the
> individual frames by email. That could never work for me.

I can encode the video and send you that. Last render I did ended up in 
340MB of PNG images, but I sent back a 4.5MB video (with somewhat low 
quality).

> I understand perfectly what you mean about bundling *all* include files. There
> is little parse time at all, less than a second. Just lots and lots of
> reflections of reflections of reflections, etc.

Ah, just insane max_trace_level then? :)

> Con muchas gracias, y tambien, con curiosidad sobre que quiere decir "render


Literalmente, farm = granja.


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From: Jörg 'Yadgar' Bleimann
Subject: Re: more kaleidoscopes
Date: 27 Feb 2008 04:54:41
Message: <47c53361$1@news.povray.org>
High!

Russell Towle schrieb:
> I'm trying to build up good animations of kaleidoscopes but it's pretty slow
> going. Where's the render farm? OK. Here's a frame from an animation in which
> the gradient z pattern of the base is being rotated through 180 degrees in 180
> frames.

Nice... reminds me of the ornamental tileworks found on Persian mosques!

See you on www.khyberspace.de!

Yadgar

Now playing: Psychopoly (Zara-Thustra) - Neo-Wagnerian German New Wave!


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