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Hello everybody,
Is there an option (if every object rendered as been given a king of
unique id) to have a x/y map of the first object hits by the ray during the
rendering of each pixel ?
Could be usefull to build a quick modeler, or just having a click-on map
associated with your image.
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From: Le Forgeron
Subject: Re: Generating an objects map along with the image
Date: 29 Sep 2010 03:19:00
Message: <4ca2e864$1@news.povray.org>
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Le 28/09/2010 21:28, Boing3000 a écrit :
> Hello everybody,
>
> Is there an option (if every object rendered as been given a king of
> unique id) to have a x/y map of the first object hits by the ray during the
> rendering of each pixel ?
>
> Could be usefull to build a quick modeler, or just having a click-on map
> associated with your image.
Hello,
You might use the quick_color (with a different value for each object)
along with a quality of 0 or 1. ( +Q0 on command line/option)
http://www.povray.org/documentation/view/3.6.1/223/
http://www.povray.org/documentation/view/3.6.1/338/
How you generate the unique id and then encode it as a color is up to you.
--
A good Manager will take you
through the forest, no mater what.
A Leader will take time to climb on a
Tree and say 'This is the wrong forest'.
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>
> Hello,
>
> You might use the quick_color (with a different value for each object)
> along with a quality of 0 or 1. ( +Q0 on command line/option)
>
Nice trick !
Should work right enough, thank you very much
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From: Chris Cason
Subject: Re: Generating an objects map along with the image
Date: 29 Sep 2010 06:32:52
Message: <4ca315d4$1@news.povray.org>
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On 29/09/2010 17:19, Le_Forgeron wrote:
> You might use the quick_color (with a different value for each object)
> along with a quality of 0 or 1. ( +Q0 on command line/option)
>
> http://www.povray.org/documentation/view/3.6.1/223/
> http://www.povray.org/documentation/view/3.6.1/338/
>
> How you generate the unique id and then encode it as a color is up to you.
FWIW I'd be interested in seeing if anyone would like to try using the new
mesh camera to sub-divide a scene into voxel-like blocks and use that to
get a 3d map. The quick color approach still ought to work provided you set
ambient high enough. Using distribution method 2 along with a max distance
of <= the slice spacing would probably be the best approach (giving a very
wide output image with multiple slices of the scene), combined with a
single planar mesh instantiated multiple times at the locations that you
want to generate the slices.
-- Chris
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> On 29/09/2010 17:19, Le_Forgeron wrote:
>> You might use the quick_color (with a different value for each object)
>> along with a quality of 0 or 1. ( +Q0 on command line/option)
>>
>> http://www.povray.org/documentation/view/3.6.1/223/
>> http://www.povray.org/documentation/view/3.6.1/338/
>>
>> How you generate the unique id and then encode it as a color is up to you.
>
> FWIW I'd be interested in seeing if anyone would like to try using the new
> mesh camera to sub-divide a scene into voxel-like blocks and use that to
> get a 3d map. The quick color approach still ought to work provided you set
> ambient high enough. Using distribution method 2 along with a max distance
> of<= the slice spacing would probably be the best approach (giving a very
> wide output image with multiple slices of the scene), combined with a
> single planar mesh instantiated multiple times at the locations that you
> want to generate the slices.
>
> -- Chris
If you use +q0 you don't have to bother with setting ambient or any
other finish options. That setting only use full ambient, no reflection,
no light/shadow computation, no highlight and no normals.
Alain
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> > -- Chris
>
> If you use +q0 you don't have to bother with setting ambient or any
> other finish options. That setting only use full ambient, no reflection,
> no light/shadow computation, no highlight and no normals.
>
>
> Alain
BTW, I try this on the 3.7Beta39(64bit) and quick_color seems to be broken
(simple textured surface are still quite slow in +Q0).
Anyway v3.6 works OK, but quite slow compared to 3.7 (especially on my 4xHT
core).
Concerning performances, I am wondering if there is a stage in the rendering
process where it would be possible to fork many rendering (mainly based output
parameter like resolution). The goal beeing to share (and thus not redo) the
parsing - internal object representation process.
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From: Jim Holsenback
Subject: Re: Generating an objects map along with the image
Date: 30 Sep 2010 07:07:18
Message: <4ca46f66$1@news.povray.org>
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On 09/30/2010 06:53 AM, Boing3000 wrote:
> BTW, I try this on the 3.7Beta39(64bit) and quick_color seems to be broken
yes i see that as well ... entered into bug-tracker:
http://bugs.povray.org/task/166?project=2&order=id&sort=desc
> Concerning performances, I am wondering if there is a stage in the rendering
> process where it would be possible to fork many rendering (mainly based output
> parameter like resolution). The goal beeing to share (and thus not redo) the
> parsing - internal object representation process.
Maybe not specific to your stated goal ... performance related settings
that you might use to "share the work-load"
http://wiki.povray.org/content/Documentation:Reference_Section_1.3#Symmetric_MultiProcessing
see are below that "Render Block Size" and further down the page BSP
Bounding
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> Maybe not specific to your stated goal ... performance related settings
> that you might use to "share the work-load"
>
>
http://wiki.povray.org/content/Documentation:Reference_Section_1.3#Symmetric_MultiProcessing
>
> see are below that "Render Block Size" and further down the page BSP
> Bounding
Thank you, interesting lecture. This project rocks...
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