POV-Ray : Newsgroups : povray.general : Radiosity champions, here's something for you ! Server Time
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From: Ron Parker
Subject: Re: Radiosity champions, here's something for you !
Date: 13 Dec 2001 07:40:52
Message: <slrna1h8el.b94.ron.parker@fwi.com>
On Thu, 13 Dec 2001 11:37:19 +0100, stefkeB wrote:
> Why don't you give it a try?

Because I write better C code than POV code, mostly.

-- 
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}


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From: fabien
Subject: Re: Radiosity champions, here's something for you !
Date: 13 Dec 2001 08:54:45
Message: <3c18b325$1@news.povray.org>


>   I made an entry. Nothing really fancy, just a quick render.

Some important contrast and brightness adjustements could gretly enhance
the image.  Keep in mind that all these so-called "high-end" softwares
have some built-in "exposure" taken into account.

I opened the file in 3DS Viz we have here, but couldn't find a light
source !  Maybe you could guess it by looking at other pictures.
Did you use a sky sphere ?

Fabien.


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From: Warp
Subject: Re: Radiosity champions, here's something for you !
Date: 13 Dec 2001 09:07:11
Message: <3c18b60e@news.povray.org>
fabien <fab### [at] skynetbe> wrote:
: Some important contrast and brightness adjustements could gretly enhance
: the image.

  Please tell me how to enhance contrast in the image. I tried. I failed.

: I opened the file in 3DS Viz we have here, but couldn't find a light
: source !  Maybe you could guess it by looking at other pictures.

  The direction of the light source is well defined in the rules page.

: Did you use a sky sphere ?

background { rgb 1 }

-- 
#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: 13 Dec 2001 09:41:57
Message: <3C18BE35.D0069D77@gmx.de>
Warp wrote:
> 
>   Please tell me how to enhance contrast in the image. I tried. I failed.
> 

Most important would be to decrease 'error_bound' in the radiosity
settings, of course you will have to raise 'count' to avoid artefacts and
everything will get much slower.  Another thing that might help is to
reduce recursion_limit to 2, this can lead to better contrasts too.

As a side note, i think this kind of scene is not particularly well suited
for POV-Ray, With procedural textures and CSG instead of meshes the
appearance could be much improved and would suffer less at higher
resolutions (in some of the other renders the mesh facets are really
strongly visible).   

How did you convert it BTW?

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: 13 Dec 2001 11:28:25
Message: <3c18d729@news.povray.org>
Christoph Hormann <chr### [at] gmxde> wrote:
: Most important would be to decrease 'error_bound' in the radiosity
: settings, of course you will have to raise 'count' to avoid artefacts and
: everything will get much slower.  Another thing that might help is to
: reduce recursion_limit to 2, this can lead to better contrasts too.

  Reducing the recursion_limit hit the spot (although I realized that before
reading your suggestion). The render time also reduced from 1.5h to 1h.
  I made a second entry which looks much better.

: As a side note, i think this kind of scene is not particularly well suited
: for POV-Ray, With procedural textures and CSG instead of meshes the
: appearance could be much improved and would suffer less at higher
: resolutions (in some of the other renders the mesh facets are really
: strongly visible).   

  Well, speedwise I think that meshes and imagemaps are quite ok. If that
same scene would have made with primitives and procedural textures, the render
time could perfectly be several hours...

: How did you convert it BTW?

  3DWin4 did a damn good job at converting the 3ds file given in the page
to mesh2's (with the original uv-information, of course; without that it would
have been impossible to render the scene).
  As the 3ds file didn't have the actual imagemaps, I had to search and
set the proper images in proper places, but that wasn't too difficult.

-- 
#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: Warp
Subject: Re: Radiosity champions, here's something for you !
Date: 13 Dec 2001 11:32:44
Message: <3c18d82c@news.povray.org>
By the way, if anyone is interested in the scene, I can put it somewhere
to download.

-- 
#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: 13 Dec 2001 12:05:48
Message: <3C18DFE6.A2803EC8@gmx.de>
Warp wrote:
> 
>   Well, speedwise I think that meshes and imagemaps are quite ok. If that
> same scene would have made with primitives and procedural textures, the render
> time could perfectly be several hours...
> 

Hours? Everything below one day is not even worth the work... ;-)

Seriously, i think a mesh that's accurate enough for a realistic render
would not be that fast either. Just have a look at the reference
photographs...

One thing about your render: I think the red carpet should be removed, it
makes the whole front part look very red.

> 
>   3DWin4 did a damn good job at converting the 3ds file given in the page
> to mesh2's (with the original uv-information, of course; without that it would
> have been impossible to render the scene).
>   As the 3ds file didn't have the actual imagemaps, I had to search and
> set the proper images in proper places, but that wasn't too difficult.
> 

How about bump mapping of the brick structures like in some of the other
renders?

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: marabou
Subject: Re: Radiosity champions, here's something for you !
Date: 13 Dec 2001 12:31:32
Message: <3c18e5f4@news.povray.org>
maybe it is worth a try for me.
is there a way to post the converted v3.1-code?
i would download it too (please only via http).
thank you.

BTW: the rendered pic from Vladimir Koylazov looks very realistic. does it 
depend on predefinitions on VRay or on his code?


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From: Warp
Subject: Re: Radiosity champions, here's something for you !
Date: 13 Dec 2001 12:49:15
Message: <3c18ea1b@news.povray.org>
Christoph Hormann <chr### [at] gmxde> wrote:
: Seriously, i think a mesh that's accurate enough for a realistic render
: would not be that fast either.

  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).

: 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).

: How about bump mapping of the brick structures like in some of the other
: renders?

  I used bump mapping with the given bump-map images. It may not be too
visible, but it is there (eg. you can see it in the reflections in the
floor, and in some of the column tops).

-- 
#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: Jan Walzer
Subject: Re: Radiosity champions, here's something for you !
Date: 13 Dec 2001 13:47:00
Message: <3c18f7a4@news.povray.org>
"Warp" <war### [at] tagpovrayorg> schrieb im Newsbeitrag
news:3c18ea1b@news.povray.org...
> Christoph Hormann <chr### [at] gmxde> wrote:
> : Seriously, i think a mesh that's accurate enough for a realistic render
> : would not be that fast either.
>
>   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).

And YOU call yourself a perfectionist ?
You should be able to tell us, that the time will grow with the logarithm of
the
number of the triangles (if they are saved in octrees, then probably
logbase=8)
;)

>
> : 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).

to late to change that ? I thought you can send in as many pictures as you
want ?

>
> : How about bump mapping of the brick structures like in some of the other
> : renders?
>
>   I used bump mapping with the given bump-map images. It may not be too
> visible, but it is there (eg. you can see it in the reflections in the
> floor, and in some of the column tops).

of course, you have normals turned on, in the radiosity-block ... , haven't
you ?


--
Jan Walzer <jan### [at] lzernet>


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