POV-Ray : Newsgroups : povray.general : Radiosity champions, here's something for you ! Server Time
7 Aug 2024 15:20:40 EDT (-0400)
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From: Christoph Hormann
Subject: Re: Radiosity champions, here's something for you !
Date: 13 Dec 2001 13:59:44
Message: <3C18FA95.8DBDC450@gmx.de>
Warp wrote:
> 
>   Why not? The rendering time of meshes is quite independent of the number
> of triangles in it (yes, there *is* a dependency, but the rendering time of
> a mesh grows *very slowly* in relation to the number of triangles; you can
> double the number of triangles without the rendering speed slowing down almost
> at all).

But don't forget that the mesh has to be generated somehow, this can be
very slow too.  I have actually never seen a complex scene filling
geometry like this modelled with with a mesh with sufficient accuracy.

> 
> : One thing about your render: I think the red carpet should be removed, it
> : makes the whole front part look very red.
> 
>   There is a red carpet in the other images. I think it's part of the original
> model, but 3Dwin4 didn't export the color correctly (or alternatively there
> was no color information in the 3ds file). I had to set the red color myself
> for that (perhaps it's too red, but it's too late to change that).
> 

I suppose it is a much darker red in most other pictures, at least none
has this strong color bleed.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Fabien Mosen
Subject: Re: Radiosity champions, here's something for you !
Date: 13 Dec 2001 15:09:09
Message: <3C190A1F.7080604@skynet.be>
Christoph Hormann wrote:

> But don't forget that the mesh has to be generated somehow, this can be
> very slow too.  I have actually never seen a complex scene filling
> geometry like this modelled with with a mesh with sufficient accuracy.


Accuracy of this scene, architecturally speaking, is pretty low, indeed.
CSG could give better results with more flexibility.  OTOH, meshes are
very efficient in POV-Ray rendering...

Fabien.


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From: Warp
Subject: Re: Radiosity champions, here's something for you !
Date: 13 Dec 2001 16:06:18
Message: <3c19184a@news.povray.org>
Jan Walzer <jan### [at] lzernet> wrote:
: of course, you have normals turned on, in the radiosity-block ... , haven't
: you ?

  Yes. It's just that the poor radiosity quality settings don't really
highlight the normal features.
  I'm making a 20-hour render with higher quality to see what happens.

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Gilles Tran
Subject: Re: Radiosity champions, here's something for you !
Date: 13 Dec 2001 16:49:00
Message: <3c19224c$1@news.povray.org>

> Accuracy of this scene, architecturally speaking, is pretty low, indeed.
> CSG could give better results with more flexibility.  OTOH, meshes are
> very efficient in POV-Ray rendering...

...and uv-mapping complex CSG is a nightmare.
But it's true that CSG in that case could be more scalable.

To be frank, I find the Lightscape pics much better-looking (if not more
realistic) than anything else. Pure effect perhaps, a little overdone but
nice indeed.
I did have a try last night, but got hit with ugly artefacts (as expected
with a checkered floor) and then with looong render times. I've not
submitted it because it's really bad.
I'll see if I can improve it, but that won't happen soon.

G.

--

**********************
http://www.oyonale.com
**********************
- Graphic experiments
- POV-Ray and Poser computer images
- Posters


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From: Kari Kivisalo
Subject: Re: Radiosity champions, here's something for you !
Date: 14 Dec 2001 04:44:11
Message: <3C19CA02.7EAA9E64@engineer.com>
Warp wrote:
> 
>   By the way, if anyone is interested in the scene, I can put it somewhere
> to download.

That would be nice. The download didn't work for me and I got
some CSS errors and blank pages.


_____________
Kari Kivisalo


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From: Warp
Subject: Re: Radiosity champions, here's something for you !
Date: 14 Dec 2001 10:07:11
Message: <3c1a159e@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
:   I'm making a 20-hour render with higher quality to see what happens.

  As I thought: A lower error_bound (and higher count) gives a more accurate
lighting, but horrible stains of dark/light areas. Aargh!

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Christoph Hormann
Subject: Re: Radiosity champions, here's something for you !
Date: 14 Dec 2001 10:27:46
Message: <3C1A1A72.666766DF@gmx.de>
Warp wrote:
> 
> Warp <war### [at] tagpovrayorg> wrote:
> :   I'm making a 20-hour render with higher quality to see what happens.
> 
>   As I thought: A lower error_bound (and higher count) gives a more accurate
> lighting, but horrible stains of dark/light areas. Aargh!
> 

That's life...

Cou can try even higher count or tweaking the other parameters, but
probably things will get really hard with such a scene.  

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Warp
Subject: Re: Radiosity champions, here's something for you !
Date: 14 Dec 2001 12:36:02
Message: <3c1a3882@news.povray.org>
Christoph Hormann <chr### [at] gmxde> wrote:
:>   As I thought: A lower error_bound (and higher count) gives a more accurate
:> lighting, but horrible stains of dark/light areas. Aargh!

: That's life...

  No, I personally think that it's a bug.
  To me it looks a lot like there's a coding mistake, or else some
algorithmic mistake in the radiosity code. It could perfectly be something
really, really simple (eg a '<' when it should be a '<=' or something similar),
although it could also be something a lot more complicated.
  In theory, lowering 'error_bound' and increasing 'count' should give a more
accurate lighting (at the cost of a longer render). The lighting should still
be smooth, not splotchy. There has to be some bug somewhere...

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Tony[B]
Subject: Re: Radiosity champions, here's something for you !
Date: 14 Dec 2001 13:18:26
Message: <3c1a4272@news.povray.org>
> There has to be some bug somewhere...

Hunt it down and kill it, Warp. We believe in you! :)


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From: Warp
Subject: Re: Radiosity champions, here's something for you !
Date: 14 Dec 2001 15:41:12
Message: <3c1a63e8@news.povray.org>
Kari Kivisalo <ray### [at] engineercom> wrote:
:>   By the way, if anyone is interested in the scene, I can put it somewhere
:> to download.

: That would be nice. The download didn't work for me and I got
: some CSS errors and blank pages.

  Ok, you can download it at:

http://www.cs.tut.fi/~warp/sibenik/sibenik_pov.zip

(2477379 bytes)

  By the way, here is the result of the 23.5-hours render:

http://www.cs.tut.fi/~warp/sibenik/sibenik3.jpg

  It looks quite "dirty". Should I submit it or not? I think that it may not
be worthy.

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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