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From: Anthony D  Baye
Subject: Looking for Water
Date: 2 Aug 2015 23:30:00
Message: <web.55bedfbebbc7891a2aaea5cb0@news.povray.org>
I need a water material that looks good under multiple light sources but doesn't
bog down when I render it with radiosity.

The water in my scene is taking forever to render, and I've disabled everything
but the normal pattern.

Part of the problem might be a low aa threshold combined with a small focal
blur, but the rest of the scene renders acceptably quickly.

I'd appreciate any help.

Regards,
A.D.B.


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From: Le Forgeron
Subject: Re: Looking for Water
Date: 3 Aug 2015 03:17:00
Message: <55bf156c@news.povray.org>
Le 03/08/2015 05:27, Anthony D. Baye a écrit :
> I need a water material that looks good under multiple light sources but doesn't
> bog down when I render it with radiosity.
>
> The water in my scene is taking forever to render, and I've disabled everything
> but the normal pattern.
>
> Part of the problem might be a low aa threshold combined with a small focal
> blur, but the rest of the scene renders acceptably quickly.
>
> I'd appreciate any help.
>
> Regards,
> A.D.B.
>
>
A bit more context please: is it water for indoor (such as inside tube, 
glass, bottle) or outdoor (and kind of latitude: the sea of polynesia is 
far different from the waves of scotland, same water, yet not the same 
final colour).

Maybe also limiting the trace level, if it does not impact too much the 
result, might provided a speed up. Default is 5, which in 3.7 counts for 
the reflexion but not the transmission when the ior does not change. If 
you have a kind of echo chamber (two partially reflecting surfaces on 
each other) it might skyrocket the number of ray to launch, and the 
render time. Tunning down the max_trace_level can reduces that echo 
effect (but might impact realism if it's an important aspect of your scene).

Are you using media in your water ? why is there a normal pattern ? 
(what is the normal pattern in use ? can it be simplified or removed ?)


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From: Norbert Kern
Subject: Re: Looking for Water
Date: 3 Aug 2015 09:45:01
Message: <web.55bf700579f62d149640c760@news.povray.org>
"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:
> I need a water material that looks good under multiple light sources but doesn't
> bog down when I render it with radiosity.
>
> The water in my scene is taking forever to render, and I've disabled everything
> but the normal pattern.
>
> Part of the problem might be a low aa threshold combined with a small focal
> blur, but the rest of the scene renders acceptably quickly.



A reaonable fast water material is the one from the povray benchmark:

#declare RMF = function {f_ridged_mf (x,y,z, 0.07, 2.2, 7, 0.6, 0.9, 1)}

#declare M_Watx4 =
material {
        texture {
                pigment {color rgbt <0.21,0.2,0.3,0.96>}
                finish {
                        diffuse 0
                        ambient 0
                        reflection {0.1, 0.95 fresnel on exponent 0.8}
                        conserve_energy
                        specular 0.1*10
                        roughness 0.007
                        metallic 0+0.5
                }
                normal {
                        function {RMF (x,y,z)} 0.2
                        scale 0.07
                }
        }
        interior {
                ior 1.31
                fade_distance 0.8
                fade_power 1001
                fade_color <0.02,0.2,0.06>
        }
}

Imho the diffuse value of 0 is very important.
If it seems too dark, rising the fade_color value is helpful.


Norbert


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From: clipka
Subject: Re: Looking for Water
Date: 3 Aug 2015 13:13:57
Message: <55bfa155$1@news.povray.org>
Am 03.08.2015 um 15:43 schrieb Norbert Kern:

> A reaonable fast water material is the one from the povray benchmark:
>
> #declare RMF = function {f_ridged_mf (x,y,z, 0.07, 2.2, 7, 0.6, 0.9, 1)}
>
> #declare M_Watx4 =
> material {
>          texture {
>                  pigment {color rgbt <0.21,0.2,0.3,0.96>}

In theory it should be "rgbt <0.0,0.0,0.0, 1.0>"

>                  finish {
>                          diffuse 0
>                          ambient 0

Those two are important indeed.

>                          reflection {0.1, 0.95 fresnel on exponent 0.8}

At least theoretically that should be "reflection { 1.0 fresnel on }"

>                          conserve_energy

Very important.

>                          specular 0.1*10
>                          roughness 0.007

To better match the reflection, it should be "specular albedo 1.0" 
(provided you go for the theoretical value).

If you use a new (semi-official) version of POV-Ray, placing an 
additional "fresnel on" here would also help for more realism.

>                          metallic 0+0.5

In theory it shouldn't be metallic.

>                  }
>                  normal {
>                          function {RMF (x,y,z)} 0.2
>                          scale 0.07
>                  }
>          }
>          interior {
>                  ior 1.31
>                  fade_distance 0.8
>                  fade_power 1001
>                  fade_color <0.02,0.2,0.06>

For realism, you should also have some scattering component (read: 
scattering media) in the interior.


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From: Alain
Subject: Re: Looking for Water
Date: 3 Aug 2015 13:16:06
Message: <55bfa1d6$1@news.povray.org>
Le 15-08-03 03:16, Le_Forgeron a écrit :
> Le 03/08/2015 05:27, Anthony D. Baye a écrit :
>> I need a water material that looks good under multiple light sources
>> but doesn't
>> bog down when I render it with radiosity.
>>
>> The water in my scene is taking forever to render, and I've disabled
>> everything
>> but the normal pattern.
>>
>> Part of the problem might be a low aa threshold combined with a small
>> focal
>> blur, but the rest of the scene renders acceptably quickly.
>>
>> I'd appreciate any help.
>>
>> Regards,
>> A.D.B.
>>
>>
> A bit more context please: is it water for indoor (such as inside tube,
> glass, bottle) or outdoor (and kind of latitude: the sea of polynesia is
> far different from the waves of scotland, same water, yet not the same
> final colour).
>
> Maybe also limiting the trace level, if it does not impact too much the
> result, might provided a speed up. Default is 5, which in 3.7 counts for
> the reflexion but not the transmission when the ior does not change. If
> you have a kind of echo chamber (two partially reflecting surfaces on
> each other) it might skyrocket the number of ray to launch, and the
> render time. Tunning down the max_trace_level can reduces that echo
> effect (but might impact realism if it's an important aspect of your
> scene).
>
> Are you using media in your water ? why is there a normal pattern ?
> (what is the normal pattern in use ? can it be simplified or removed ?)
>
>

I often find it beter to increase adc_bailout than reduce max_trace_level.


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From: Nekar Xenos
Subject: Re: Looking for Water
Date: 3 Aug 2015 14:33:20
Message: <op.x2s1trcqufxv4h@xena>
On Mon, 03 Aug 2015 05:27:58 +0200, Anthony D. Baye  
<Sha### [at] spamnomorehotmailcom> wrote:

> I need a water material that looks good under multiple light sources but  
> doesn't
> bog down when I render it with radiosity.
>
> The water in my scene is taking forever to render, and I've disabled  
> everything
> but the normal pattern.
>
> Part of the problem might be a low aa threshold combined with a small  
> focal
> blur, but the rest of the scene renders acceptably quickly.
>
> I'd appreciate any help.
>
> Regards,
> A.D.B.
>
>

Have you tried adding no_radiosity to the water?

-- 
-Nekar Xenos-


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From: Anthony D  Baye
Subject: Re: Looking for Water
Date: 3 Aug 2015 18:05:00
Message: <web.55bfe57579f62d142aaea5cb0@news.povray.org>
Le_Forgeron <lef### [at] freefr> wrote:
> Le 03/08/2015 05:27, Anthony D. Baye a écrit :
> > I need a water material that looks good under multiple light sources but doesn't
> > bog down when I render it with radiosity.
> >
> > The water in my scene is taking forever to render, and I've disabled everything
> > but the normal pattern.
> >
> > Part of the problem might be a low aa threshold combined with a small focal
> > blur, but the rest of the scene renders acceptably quickly.
> >
> > I'd appreciate any help.
> >
> > Regards,
> > A.D.B.
> >
> >
> A bit more context please: is it water for indoor (such as inside tube,
> glass, bottle) or outdoor (and kind of latitude: the sea of polynesia is
> far different from the waves of scotland, same water, yet not the same
> final colour).
>
Right.  Because of the salts dissolved in the water.
That said: It's nothing special.

pigment { rgbft <1.000, 1.000, 1.000, 1.000, 0.618> }
finish {
    diffuse 0.3
    specular 0.8
    reflection { 0.3, 1 falloff 5 }
    conserve_energy
    }
normal {
    function {
        f_ridged_mf(x,y,z, 0.1, 3.0, 7.0, 0.7, 0.7, 2)
        } 0.3
    scale <4.68, 3.2, 4.68>/12
    }
interior {
    ior 1.33
    fade_distance 3
    fade_power 2
    fade_color rgb <0.235, 0.318, 0.618>
    dispersion 1.016
    dispersion_samples 10
    }

it's intended to be indoors, but may be lighted with external (natural) light
sources.  At the moment, I have six light sources surrounding it.

I used a normal as a substitute for actual geometry (Originally, I was using an
isosurface)

my trace level is default.

I tried commenting out the interior and the finish, to no avail, so either it's
the normal, or a combination of other things.

@Nekar
>
> Have you tried adding no_radiosity to the water?
>
> --
> -Nekar Xenos-

it doesn't matter.  The water takes forever to render even with radiosity turned
off.

Regards,
A.D.B.


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From: Bald Eagle
Subject: Re: Looking for Water
Date: 3 Aug 2015 21:25:05
Message: <web.55c0135079f62d145e7df57c0@news.povray.org>
"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:

> it's intended to be indoors, but may be lighted with external (natural) light
> sources.  At the moment, I have six light sources surrounding it.

I'm going to guess that there's your big problem.  Have you tried cutting out
some of the lights and seeing if you get a proportional increase in speed?  In
my experience, multiple lights are bad enough - once you have reflection and
transparency, things get S-L-O-W.


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From: Nekar Xenos
Subject: Re: Looking for Water
Date: 3 Aug 2015 22:27:51
Message: <op.x2tnsmyzufxv4h@xena>
On Tue, 04 Aug 2015 00:04:37 +0200, Anthony D. Baye  

<Sha### [at] spamnomorehotmailcom> wrote:

> Le_Forgeron <lef### [at] freefr> wrote:
>> Le 03/08/2015 05:27, Anthony D. Baye a écrit :
>> > I need a water material that looks good under multiple light source
s  

>> but doesn't
>> > bog down when I render it with radiosity.
>> >
>> > The water in my scene is taking forever to render, and I've disable
d  

>> everything
>> > but the normal pattern.
>> >
>> > Part of the problem might be a low aa threshold combined with a sma
ll  

>> focal
>> > blur, but the rest of the scene renders acceptably quickly.
>> >
>> > I'd appreciate any help.
>> >
>> > Regards,
>> > A.D.B.
>> >
>> >
>> A bit more context please: is it water for indoor (such as inside tub
e,
>> glass, bottle) or outdoor (and kind of latitude: the sea of polynesia
 is
>> far different from the waves of scotland, same water, yet not the sam
e
>> final colour).
>>
> Right.  Because of the salts dissolved in the water.
> That said: It's nothing special.
>
> pigment { rgbft <1.000, 1.000, 1.000, 1.000, 0.618> }
> finish {
>     diffuse 0.3
>     specular 0.8
>     reflection { 0.3, 1 falloff 5 }
>     conserve_energy
>     }
> normal {
>     function {
>         f_ridged_mf(x,y,z, 0.1, 3.0, 7.0, 0.7, 0.7, 2)
>         } 0.3
>     scale <4.68, 3.2, 4.68>/12
>     }
> interior {
>     ior 1.33
>     fade_distance 3
>     fade_power 2
>     fade_color rgb <0.235, 0.318, 0.618>
>     dispersion 1.016
>     dispersion_samples 10
>     }
>
> it's intended to be indoors, but may be lighted with external (natural
)  

> light
> sources.  At the moment, I have six light sources surrounding it.
>
> I used a normal as a substitute for actual geometry (Originally, I was
  

> using an
> isosurface)
>
> my trace level is default.
>
> I tried commenting out the interior and the finish, to no avail, so  

> either it's
> the normal, or a combination of other things.
>
> @Nekar
>>
>> Have you tried adding no_radiosity to the water?
>>
>> --
>> -Nekar Xenos-
>
> it doesn't matter.  The water takes forever to render even with  

> radiosity turned
> off.
>
> Regards,
> A.D.B.
>
>

Maybe you could try and render the scene without the water and your focu
s  

objects as a spherical hdri. Then use that image mapped to a sphere as i
n  

the old MegaPov example
http://megapov.inetart.net/manual-1.1/tutorials_hdri.html

-- 

-Nekar Xenos-


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From: Norbert Kern
Subject: Re: Looking for Water
Date: 4 Aug 2015 04:10:00
Message: <web.55c0721079f62d149640c760@news.povray.org>
"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> wrote:

> pigment { rgbft <1.000, 1.000, 1.000, 1.000, 0.618> }
> finish {
>     diffuse 0.3
>     specular 0.8
>     reflection { 0.3, 1 falloff 5 }
>     conserve_energy
>     }
> normal {
>     function {
>         f_ridged_mf(x,y,z, 0.1, 3.0, 7.0, 0.7, 0.7, 2)
>         } 0.3
>     scale <4.68, 3.2, 4.68>/12
>     }
> interior {
>     ior 1.33
>     fade_distance 3
>     fade_power 2
>     fade_color rgb <0.235, 0.318, 0.618>
>     dispersion 1.016
>     dispersion_samples 10
>     }

I see some issues like a transparency of 161.8 %, but this does not slow your
render down, at least it doesn't in my standard setup.
Even turning fresnel on or diffuse 0 doesn't have any effect on render time.
But turning dispersion off decreased render time to less than 20 %.

Norbert


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