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In article <3A0A1728.6DED2CB0@rsp.com.au> , Ben Paschke <ben### [at] rspcomau>
wrote:
> Hiya folks,
>
> Just for a laugh, has anyone thought of adding the option of which way
> to render the image?
> For example, bottom to top or right to left, instead of the regular top
> to bottom starting at the left.
> Once or twice i've thought it may be nice...
Changing the render direction will have noticable side effect if you are
using procedural textures like POV-Ray does. I have posted two images of
the spotted.pov example scene that comes with POV-Ray. One is rendered from
the top to the bottom, the other from the bottom to the top.
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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Hi Thorsten!
> Changing the render direction will have noticable side effect if you are
> using procedural textures like POV-Ray does.
Just courios: May I ask: How comes?
cukk
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That is very strange. Was this bottom left to upper right or bottom right to
upper left? I still don't undserstand why the order the rays are traced matter
so much. Any enlightenment?
Josh
Thorsten Froehlich wrote:
> In article <3A0A1728.6DED2CB0@rsp.com.au> , Ben Paschke <ben### [at] rspcomau>
> wrote:
>
> > Hiya folks,
> >
> > Just for a laugh, has anyone thought of adding the option of which way
> > to render the image?
> > For example, bottom to top or right to left, instead of the regular top
> > to bottom starting at the left.
> > Once or twice i've thought it may be nice...
>
> Changing the render direction will have noticable side effect if you are
> using procedural textures like POV-Ray does. I have posted two images of
> the spotted.pov example scene that comes with POV-Ray. One is rendered from
> the top to the bottom, the other from the bottom to the top.
>
> Thorsten
>
> ____________________________________________________
> Thorsten Froehlich, Duisburg, Germany
> e-mail: tho### [at] trfde
>
> Visit POV-Ray on the web: http://mac.povray.org
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
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In article <3A0AF5A6.8D03B49D@spiritone.com> , Josh English
<eng### [at] spiritonecom> wrote:
> That is very strange. Was this bottom left to upper right or bottom right to
> upper left? I still don't undserstand why the order the rays are traced matter
> so much. Any enlightenment?
Very simple: Procedural texture are based on pseudo-random number
generators. While you get the same sequence for every render, you do not
get a reverse sequence when you render from bottom to top.
You would have the same problem with any other render algorithm that splits
up the image as well. This is also one of the complicated issue when it
comes to making POV-Ray multithreaded or do network rendering of single
frames.
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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In article <3A0AF5A6.8D03B49D@spiritone.com> , Josh English
<eng### [at] spiritonecom> wrote:
> That is very strange. Was this bottom left to upper right or bottom right to
> upper left?
left to right for both.
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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In article <3a0b1a3f@news.povray.org>, "Thorsten Froehlich"
<tho### [at] trfde> wrote:
> Very simple: Procedural texture are based on pseudo-random number
> generators. While you get the same sequence for every render, you do not
> get a reverse sequence when you render from bottom to top.
I always thought this only affected FRAND(), and that patterns based on
Noise() would always give the same result for every point...hmm...
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Thorsten Froehlich wrote:
>
> Very simple: Procedural texture are based on pseudo-random number
> generators. While you get the same sequence for every render, you do not
> get a reverse sequence when you render from bottom to top.
>
So how come you get the same pattern at different resolutions and with/without
AA, or when rendering only a subset of the image?
E.g. if I were to render a 480-line image by doing
(+SR480 +ER480), (+SR479 +ER479), ...
would I get a result different from a top-down render?
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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In article <3A0B34F2.1E7DF5E5@peak.edu.ee> , Margus Ramst
<mar### [at] peakeduee> wrote:
> So how come you get the same pattern at different resolutions and with/without
> AA, or when rendering only a subset of the image?
You are right, my explanation is wrong. I should look into the code
first...
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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Mark Wagner <mar### [at] gtenet> wrote:
: I'm working on random-order rendering.
Does it work with antialiasing?
Does it work with interrupted renders?
If radiosity is used, will the resulting image be identical from render
to render (if nothing is changed)?
What about other features which use caches to use previously calculated
results (I think the crackle pattern uses something like this)?
How much will it take memory?
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Warp wrote in message <3a0be9f7@news.povray.org>...
>Mark Wagner <mar### [at] gtenet> wrote:
>: I'm working on random-order rendering.
>
> Does it work with antialiasing?
It will do antialiasing as a second rendering pass.
> Does it work with interrupted renders?
Yes.
> If radiosity is used, will the resulting image be identical from render
>to render (if nothing is changed)?
I don't know. I haven't gotten it to a workable form.
> What about other features which use caches to use previously calculated
>results (I think the crackle pattern uses something like this)?
It won't affect the results from the crackle cache, but in many cases will
slow down the rendering.
> How much will it take memory?
Hopefully, not much more than current rendering methods.
--
Mark
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