POV-Ray : Newsgroups : povray.newusers : Very big time difference of a render Server Time
7 May 2024 21:57:43 EDT (-0400)
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From: LanuHum
Subject: Re: Very big time difference of a render
Date: 22 Jun 2013 05:30:00
Message: <web.51c56c5691e1715f7a3e03fe0@news.povray.org>
Alain <kua### [at] videotronca> wrote:

>
> Your light_source is a basic point_light, blender's light_source is a
> fading one. The fading light_source is a little slower as the distance
> must be calculated and the fading applied.
>
> For your media, you use samples 30, and you use a very small extinction
> value of 0.1.
> For the blender's media, it's samples 256, and use a HUGE, I may say
> insane, extinction value of 4.871 !
>
> If your mesh contains long and narrow triangles, those can't be bounded
> effeciently. Subdividing the mesh, or not decimating it, can make it
> render faster.
>
>
>
>
>
> Alain



Why I can't attach the picture?
I corrected parameters, having led them to data in an example.
Time of the render became identical, but quality became very bad
http://yadi.sk/d/WCB2fgGM63ogz







//----------------------------------------------
//--Exported with POV-Ray exporter for Blender--
//----------------------------------------------

#version 3.7;
#include "functions.inc"


global_settings {
    assumed_gamma 1.0}

background {rgbt<0.0509, 0.0509, 0.0509, 0>}

#declare T_Map_Cube = pigment {color rgb<0,0,0>}
#declare Texture_2_Cube = pigment {color rgb<0,0,0>}
#declare T_Map_Plane = pigment {color rgb<0,0,0>}
#declare Texture_2_Plane = pigment {color rgb<0,0,0>}
#declare T_Map_scat_mesh = pigment {color rgb<0,0,0>}
#declare Texture_2_scat_mesh = pigment {color rgb<0,0,0>}
#declare shader_Material = finish {  //translation of spec and mir levels for
when no map influences them
    brilliance 2
    specular 0
    roughness 0.0001
    diffuse 0.8 0
    ambient <0, 0, 0>
    emission 0
    conserve_energy
}

#declare Texture_1_Cube = texture {pigment {color rgbft<0.8,0.8,0.8,0,0>}
finish{shader_Material}}
#declare shader_Material_002 = finish {  //translation of spec and mir levels
for when no map influences them
    brilliance 2
    specular 0.5
    roughness 0.01
    diffuse 0.8 0
    ambient <0, 0, 0>
    emission 0
    conserve_energy
    reflection {
        0.51        metallic 0    }
}

#declare Texture_1_Plane = texture {pigment {color rgbft<0.8,0.6416,0.1664,0,0>}
finish{shader_Material_002}}
#declare shader_Material_001 = finish {  //translation of spec and mir levels
for when no map influences them
    diffuse 0.8
    phong 70.0
}

#declare Texture_1_scat_mesh = texture {pigment {color rgbt 1}}
#declare T_Mix_1_Cube = Texture_1_Cube
#declare T_Mix_2_Cube = Texture_2_Cube
#declare T_Mix_1_Plane = Texture_1_Plane
#declare T_Mix_2_Plane = Texture_2_Plane
#declare T_Mix_1_scat_mesh = Texture_1_scat_mesh
#declare T_Mix_2_scat_mesh = Texture_2_scat_mesh

//--Mesh objects--

#declare Plane =
mesh2 {
    vertex_vectors {
        4,
        <1.000000, -1.000000, 0.000000>,
        <-1.000000, -1.000000, 0.000000>,
        <1.000000, 1.000000, 0.000000>,
        <-1.000000, 1.000000, 0.000000>
    }
    normal_vectors {
        1,
        <0.000000, 0.000000, 1.000000>
    }
    texture_list{1, texture { pigment_pattern { T_Map_Plane }
            texture_map {
                [0.0 T_Mix_1_Plane]
                [1.0 T_Mix_2_Plane]
    }}}
    face_indices {
        2,
        <1,0,2>, 0,0,0,
        <1,2,3>, 0,0,0
    }
    normal_indices {
        2,
        <0,0,0>,
        <0,0,0>
    }
    interior {
        ior 1.000000
        caustics 0.1
    }
    photons{    }
    radiosity {
        importance   1
    }
}

#declare Cube =
mesh2 {
    vertex_vectors {
        24,
        <1.000000, 1.000000, -1.000000>,
        <1.000000, -1.000000, -1.000000>,
        <-1.000000, -1.000000, -1.000000>,
        <-1.000000, 1.000000, -1.000000>,
        <1.000000, 0.999999, 1.000000>,
        <0.999999, -1.000001, 1.000000>,
        <-1.000000, -1.000000, 1.000000>,
        <-1.000000, 1.000000, 1.000000>,
        <1.000000, 0.242933, -0.242933>,
        <1.000000, -0.242933, -0.242933>,
        <1.000000, 0.242933, 0.242933>,
        <1.000000, -0.242933, 0.242933>,
        <0.958881, 0.958881, -0.958881>,
        <-0.958881, 0.958882, -0.958881>,
        <-0.958881, -0.958881, -0.958881>,
        <0.958881, -0.958881, -0.958881>,
        <0.958882, 0.958881, 0.958881>,
        <0.958881, -0.958882, 0.958881>,
        <-0.958882, -0.958881, 0.958881>,
        <-0.958881, 0.958881, 0.958881>,
        <0.958881, 0.242933, -0.242933>,
        <0.958881, 0.242933, 0.242933>,
        <0.958881, -0.242933, -0.242933>,
        <0.958881, -0.242933, 0.242933>
    }
    normal_vectors {
        21,
        <1.000000, -0.000000, 0.000000>,
        <-0.000000, -1.000000, -0.000000>,
        <0.000000, 0.000000, -1.000000>,
        <1.000000, -0.000000, 0.000000>,
        <1.000000, -0.000000, -0.000000>,
        <-0.000000, -0.000000, 1.000000>,
        <0.000000, -0.000000, 1.000000>,
        <0.000000, 0.000000, -1.000000>,
        <0.000000, 1.000000, 0.000000>,
        <0.000000, 0.000000, -1.000000>,
        <-1.000000, 0.000001, -0.000000>,
        <1.000000, 0.000000, 0.000000>,
        <-0.000000, -1.000000, -0.000000>,
        <-1.000000, 0.000000, -0.000000>,
        <-1.000000, 0.000000, -0.000000>,
        <-1.000000, 0.000000, -0.000000>,
        <0.000000, 1.000000, 0.000000>,
        <-1.000000, 0.000000, 0.000000>,
        <0.000000, 1.000000, 0.000000>,
        <1.000000, -0.000001, 0.000000>,
        <-0.000000, -1.000000, -0.000000>
    }
    texture_list{1, texture { pigment_pattern { T_Map_Cube }
            texture_map {
                [0.0 T_Mix_1_Cube]
                [1.0 T_Mix_2_Cube]
    }}}
    face_indices {
        44,
        <0,1,2>, 0,0,0,
        <0,2,3>, 0,0,0,
        <4,7,6>, 0,0,0,
        <4,6,5>, 0,0,0,
        <0,4,10>, 0,0,0,
        <0,10,8>, 0,0,0,
        <1,5,6>, 0,0,0,
        <1,6,2>, 0,0,0,
        <2,6,7>, 0,0,0,
        <2,7,3>, 0,0,0,
        <4,0,3>, 0,0,0,
        <4,3,7>, 0,0,0,
        <1,0,8>, 0,0,0,
        <1,8,9>, 0,0,0,
        <5,1,9>, 0,0,0,
        <5,9,11>, 0,0,0,
        <4,5,11>, 0,0,0,
        <4,11,10>, 0,0,0,
        <12,13,14>, 0,0,0,
        <12,14,15>, 0,0,0,
        <16,17,18>, 0,0,0,
        <16,18,19>, 0,0,0,
        <12,20,21>, 0,0,0,
        <12,21,16>, 0,0,0,
        <15,14,18>, 0,0,0,
        <15,18,17>, 0,0,0,
        <14,13,19>, 0,0,0,
        <14,19,18>, 0,0,0,
        <16,19,13>, 0,0,0,
        <16,13,12>, 0,0,0,
        <15,22,20>, 0,0,0,
        <15,20,12>, 0,0,0,
        <17,23,22>, 0,0,0,
        <17,22,15>, 0,0,0,
        <16,21,23>, 0,0,0,
        <16,23,17>, 0,0,0,
        <8,10,21>, 0,0,0,
        <8,21,20>, 0,0,0,
        <11,9,22>, 0,0,0,
        <11,22,23>, 0,0,0,
        <10,11,23>, 0,0,0,
        <10,23,21>, 0,0,0,
        <9,8,20>, 0,0,0,
        <9,20,22>, 0,0,0
    }
    normal_indices {
        44,
        <9,9,9>,
        <9,9,9>,
        <6,6,6>,
        <6,6,6>,
        <4,4,4>,
        <4,4,4>,
        <12,12,12>,
        <12,12,12>,
        <15,15,15>,
        <15,15,15>,
        <16,16,16>,
        <16,16,16>,
        <11,11,11>,
        <11,11,11>,
        <0,0,0>,
        <0,0,0>,
        <19,19,19>,
        <19,19,19>,
        <6,6,6>,
        <6,6,6>,
        <7,7,7>,
        <7,7,7>,
        <17,17,17>,
        <17,17,17>,
        <18,18,18>,
        <18,18,18>,
        <3,3,3>,
        <3,3,3>,
        <20,20,20>,
        <20,20,20>,
        <14,14,14>,
        <14,14,14>,
        <13,13,13>,
        <13,13,13>,
        <10,10,10>,
        <10,10,10>,
        <1,1,1>,
        <1,1,1>,
        <8,8,8>,
        <8,8,8>,
        <2,2,2>,
        <2,2,2>,
        <5,5,5>,
        <5,5,5>
    }
    interior {
        ior 1.000000
        caustics 0.1
    }
    photons{    }
    radiosity {
        importance   1
    }
}

#declare scat_mesh =
mesh2 {
    vertex_vectors {
        8,
        <0.958881, 0.958881, -0.958881>,
        <-0.958881, 0.958882, -0.958881>,
        <-0.958881, -0.958881, -0.958881>,
        <0.958881, -0.958881, -0.958881>,
        <0.958882, 0.958881, 0.958881>,
        <0.958881, -0.958882, 0.958881>,
        <-0.958882, -0.958881, 0.958881>,
        <-0.958881, 0.958881, 0.958881>
    }
    normal_vectors {
        6,
        <0.000000, 0.000000, -1.000000>,
        <-0.000000, -1.000000, -0.000000>,
        <-1.000000, 0.000000, -0.000000>,
        <0.000000, 1.000000, 0.000000>,
        <0.000000, -0.000000, 1.000000>,
        <1.000000, -0.000000, 0.000000>
    }
    texture_list{1, texture { pigment_pattern { T_Map_scat_mesh }
            texture_map {
                [0.0 T_Mix_1_scat_mesh]
                [1.0 T_Mix_2_scat_mesh]
    }}}
    face_indices {
        12,
        <0,1,2>, 0,0,0,
        <0,2,3>, 0,0,0,
        <4,5,6>, 0,0,0,
        <4,6,7>, 0,0,0,
        <3,2,6>, 0,0,0,
        <3,6,5>, 0,0,0,
        <2,1,7>, 0,0,0,
        <2,7,6>, 0,0,0,
        <1,0,4>, 0,0,0,
        <1,4,7>, 0,0,0,
        <4,0,3>, 0,0,0,
        <4,3,5>, 0,0,0
    }
    normal_indices {
        12,
        <4,4,4>,
        <4,4,4>,
        <0,0,0>,
        <0,0,0>,
        <3,3,3>,
        <3,3,3>,
        <5,5,5>,
        <5,5,5>,
        <1,1,1>,
        <1,1,1>,
        <2,2,2>,
        <2,2,2>
    }
    hollow
    interior {
         media {
              scattering { 1,
                  <0.07, 0.07, 0.07>
               extinction 0.01 }
              samples 30
        }
    }

    radiosity {
        importance   1
    }
}
//----Blender Object Name:Cube----
object {
    Cube
    matrix <3.606718, 0.000000, 0.000000,  0.000000, -0.000000, -4.657150,
0.000000, 3.606718, -0.000000,  0.000000, 7.194383, -0.000000>

}
//----Blender Object Name:scat_mesh----
object {
    scat_mesh
    matrix <3.812278, 0.000000, 0.000000,  0.000000, -0.000000, -2.925094,
0.000000, 3.165012, -0.000000,  0.000000, 5.448325, -0.000000>

}
//----Blender Object Name:Plane----
object {
    Plane
    matrix <3.974819, 0.000000, 0.000000,  0.000000, -0.000000, -3.974819,
0.000000, 3.974819, -0.000000,  0.000000, 3.818269, -0.000000>

}



light_source {
    <0,9.53,-4.17e-07>
    color rgb<0.2, 0.2, 0.2>

    media_interaction off
}
light_source {
    <12,16.5,-0.0603>
    color rgb<2.72, 2.72, 2.72>

}
camera {
    perspective
    location  <0, 0, 0>
    look_at  <0, 0, -1>
    right <-1.7777777777777777, 0, 0>
    up <0, 1, 0>
    angle  94.062196
    rotate  <-1.812309, 0.262519, -0.000000>
    translate <0.019003, 5.343665, 4.147384>
}


Post a reply to this message

From: Le Forgeron
Subject: Re: Very big time difference of a render
Date: 22 Jun 2013 06:39:33
Message: <51c57ee5$1@news.povray.org>
Le 22/06/2013 11:24, LanuHum nous fit lire :
> Why I can't attach the picture?

Because this group is not for binary attachment.
Use povray.binary.images to post pictures

> I corrected parameters, having led them to data in an example.
> Time of the render became identical, but quality became very bad
> http://yadi.sk/d/WCB2fgGM63ogz

The right/bottom of the light "cone" indeed is displaying artefact.


Post a reply to this message

From: LanuHum
Subject: Re: Very big time difference of a render
Date: 22 Jun 2013 08:50:00
Message: <web.51c59d3791e1715f7a3e03fe0@news.povray.org>
Le_Forgeron <jgr### [at] freefr> wrote:

>
> The right/bottom of the light "cone" indeed is displaying artefact.

But, when I render an example from documentation there are no artifacts
I again created a cube-mesh in the same scale, as in an example
It turns out too badly


Post a reply to this message

From: Mr
Subject: Re: Very big time difference of a render
Date: 25 Jun 2013 08:10:01
Message: <web.51c9877291e1715fed29e82f0@news.povray.org>
> My version of the exporter is based on the official version, I didn't write a
> code from a blank sheet, but... the official version seeks to tie the Povray
> parameters to the Blender parameters that absolutely irrationally and doesn't
> allow to use all capacity or Povray force

The current implementation tied to blender parameters is only the first step,
what you are trying to do is the second step of what is planned for the exporter
development. the two steps are supposed to remain, just like you could convert
Blender Internal Material for Luxrender with its exporter AND also do native Lux
textures.

For this to work, the current "translation" code needs not to be broken, so more
features would stay available. Your discarding all that was previously done to
make your version from scratch makes us do double work instead of teaming up.

However I do understand that you want to be free to make your own workflow, I
hope you'll get everything in place soon so that maybe I can stop developing and
focus at last on creating nice images.

Note that the idea of the current exporter is not only to get access to all
POV-Ray's features, but also to use blender interface and workflow as a shortcut
to some advanced cases that would be cumbersome to code in POV-Ray such as
specular mapping, or try using blender's presets for subsurface scattering with
POV and you'll see what I mean as well.

In any case, thanks for keeping up the good work.


Post a reply to this message

From: LanuHum
Subject: Re: Very big time difference of a render
Date: 27 Jun 2013 13:00:01
Message: <web.51cc6e5691e1715f7a3e03fe0@news.povray.org>
"Mr" <nomail@nomail> wrote:
> > My version of the exporter is based on the official version, I didn't write a
> > code from a blank sheet, but... the official version seeks to tie the Povray
> > parameters to the Blender parameters that absolutely irrationally and doesn't
> > allow to use all capacity or Povray force
>
> The current implementation tied to blender parameters is only the first step,
> what you are trying to do is the second step of what is planned for the exporter
> development. the two steps are supposed to remain, just like you could convert
> Blender Internal Material for Luxrender with its exporter AND also do native Lux
> textures.
>
> For this to work, the current "translation" code needs not to be broken, so more
> features would stay available. Your discarding all that was previously done to
> make your version from scratch makes us do double work instead of teaming up.
>
> However I do understand that you want to be free to make your own workflow, I
> hope you'll get everything in place soon so that maybe I can stop developing and
> focus at last on creating nice images.
>
> Note that the idea of the current exporter is not only to get access to all
> POV-Ray's features, but also to use blender interface and workflow as a shortcut
> to some advanced cases that would be cumbersome to code in POV-Ray such as
> specular mapping, or try using blender's presets for subsurface scattering with
> POV and you'll see what I mean as well.
>
> In any case, thanks for keeping up the good work.

I not against cooperation with you.
I do this work quicker to receive full-function addon.
Therefore I ask questions on this site.
It is important to me to know that can achieve and that it is impossible.
Nobody prompted to me how to bypass defect: long time with bad quality when
using media scattering with mesh2.
I am inclined to replace mesh with povray object "superellipsoid"
I will involve for this purpose the Blender boolean modifier
When I learn the potential, we will be able to talk about cooperation.
But, I support creation of the separate interface for Povray in Blender.
Otherwise many parameters remain unused. They will prevent the user to be guided
and find the necessary.
You don't need to stop the work, I always watch development of the official
version.
Ahead still there is a lot of work

Due to the problem of media scattering with photons there is a new question.
From a floor on a wall light which color is reflected is set by the reflection
parameter, but really the floor can have multi-color reflection which as I
understood, it is impossible to set.


Post a reply to this message

From: Mr
Subject: Re: Very big time difference of a render
Date: 27 Jun 2013 18:00:01
Message: <web.51ccb52291e1715f468b4f10@news.povray.org>
"LanuHum" <Lan### [at] yandexru> wrote:

> Due to the problem of media scattering with photons there is a new question.
> From a floor on a wall light which color is reflected is set by the reflection
> parameter, but really the floor can have multi-color reflection which as I
> understood, it is impossible to set.


Maybe I misunderstood your question, because I don't see what "the problem of
media scattering with photons" exactly is. if there is some  well known issue, I
haven't come across it yet, could you explain more in detail what is wrong with
media or photons? Otherwise, if you just want "colored reflections" these could
be of three form:
*realistic diffuse reflection(radiosity)
*specular (phong or specular keyword in pov)
*raytraced mirrored "image" of reflected objects (reflection keyword in pov)

In the case of the first pov feature type (radiosity) local colors will be
transfered to reflective surface automatically.

For both the second and third types, you can set custom colored reflection. the
color of those will then depend more on the reflective objects color than on the
reflected ones. We set those  with the "metallic" keyword in the respective
blocs.

This is already implemented in the official version of the blender exporter. it
has given me a hard time and brought a few bugs along that I (or anyone willing
to help if there ever is one) still have to fix, like the multiple materials per
object that got broken, mostly because objects and materials that first get
created are not given a declared name consistently yet.

The hardest thing to implement was to allow the use of a specular color
different from the diffuse color while maintaining as many textured bitmaps as
possible: alpha, bump and diffuse: specular mapping wich is the last one
available for the usual case of a non colored specular highlight of potentially
unequal intensities in various points of the surface, this had to be disabled
since custom colored specularity uses layered textures:
the upper layer has metallic keyword to give specularity the color of an
invisible pigmentwith full transmit, taken from the Blender "specular_color"
field.
And it happens that patterned textures aka the "finish map" technique used for
modulating finish specular intensities across surface according to a bitmap)
can't be used within layered textures.

this is a known POV-Ray limitation. All other solutions offered so far involve
breaking some existing exporter feature such as multi material per object
(indeed currently broken but fixable).

I wish the best to your exporter and I hope to be able to take things from it
soon and give you credit for them.

Take care and enjoy.


Post a reply to this message

From: Alain
Subject: Re: Very big time difference of a render
Date: 27 Jun 2013 20:32:03
Message: <51ccd983$1@news.povray.org>

> "Mr" <nomail@nomail> wrote:
>>> My version of the exporter is based on the official version, I didn't write a
>>> code from a blank sheet, but... the official version seeks to tie the Povray
>>> parameters to the Blender parameters that absolutely irrationally and doesn't
>>> allow to use all capacity or Povray force
>>
>> The current implementation tied to blender parameters is only the first step,
>> what you are trying to do is the second step of what is planned for the exporter
>> development. the two steps are supposed to remain, just like you could convert
>> Blender Internal Material for Luxrender with its exporter AND also do native Lux
>> textures.
>>
>> For this to work, the current "translation" code needs not to be broken, so more
>> features would stay available. Your discarding all that was previously done to
>> make your version from scratch makes us do double work instead of teaming up.
>>
>> However I do understand that you want to be free to make your own workflow, I
>> hope you'll get everything in place soon so that maybe I can stop developing and
>> focus at last on creating nice images.
>>
>> Note that the idea of the current exporter is not only to get access to all
>> POV-Ray's features, but also to use blender interface and workflow as a shortcut
>> to some advanced cases that would be cumbersome to code in POV-Ray such as
>> specular mapping, or try using blender's presets for subsurface scattering with
>> POV and you'll see what I mean as well.
>>
>> In any case, thanks for keeping up the good work.
>
> I not against cooperation with you.
> I do this work quicker to receive full-function addon.
> Therefore I ask questions on this site.
> It is important to me to know that can achieve and that it is impossible.
> Nobody prompted to me how to bypass defect: long time with bad quality when
> using media scattering with mesh2.
> I am inclined to replace mesh with povray object "superellipsoid"
> I will involve for this purpose the Blender boolean modifier
> When I learn the potential, we will be able to talk about cooperation.
> But, I support creation of the separate interface for Povray in Blender.
> Otherwise many parameters remain unused. They will prevent the user to be guided
> and find the necessary.
> You don't need to stop the work, I always watch development of the official
> version.
> Ahead still there is a lot of work
>
> Due to the problem of media scattering with photons there is a new question.
>  From a floor on a wall light which color is reflected is set by the reflection
> parameter, but really the floor can have multi-color reflection which as I
> understood, it is impossible to set.
>
>
>
>

Often, when using photons with media, you get "fringes" effects that may 
look like interference patterns. It's the most visible when the 
direction of the photons is perpendicular to the viewing direction.
This have nothing to do with any mesh or mesh2: It can apens for all 
primitives used as container. A simple workaround is to add jitter with 
a value between 0.5 and 1 to the photons block in the glabal_settings 
section.

Whenever you use any mesh/mesh2 with media, you need to make sure that 
it's totaly closed. Any opening can cause some problems.
(internaly, mesh and mesh2 are absolutely identical as they differ 
/only/ in the way they are represented in the source code)

If a mesh object is surrounded by media, is totaly or partialy 
transparent AND you don't want any media inside, you need to use version 
3.7 RC7 or later and add "inside_vector" followed by a direction vector.
This also allow the mesh to be used in a difference or intersection by 
making it "solid".
If a mesh have an inside_vector and need to contain some media, it need 
the "hollow" option.

Only if your mesh shape reflect that of a superellipsoid, it can be a 
possible substitution.

If you want to have reflected photons that change according to the 
colour of what it reflect uppon, you can add "metallic", optionaly 
follower by a float ranging from 0 to 1.
This will tint the reflection by the colour of the surface. It will 
affect ALL reflection from that surface, not just that of photons.

Strictly speaking, reflection demand a colour vector. If you only 
provide a single float, it get internaly promoted to a gray RGB vector.
If you use a texture_map for something, each individual textures used 
can have a reflection of a different colour that is independent from 
that of the pigment.
For reflection, it's encouraged to use the new syntaxe:
reflection{Min_Value [Max_Value] [fresnel] [metallic [float]] [falloff 
float] [exponent float] }

The parameters in square brackets are all optionals.

Min_Value and Max_Value allows for variable reflection.
fresnel activate the fresnel equation for variable reflection. If 
fresnel is used with only a single value, Min_Value is set to zero. It 
works with the ior provided in an interior block.
With metallic, the pigment influence the colour of the reflection. The 
optional float controll the pigment contribution.


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From: LanuHum
Subject: Re: Very big time difference of a render
Date: 28 Jun 2013 14:30:00
Message: <web.51cdd54991e1715f7a3e03fe0@news.povray.org>
Alain, thanks!
I assume that I understood about what you wrote
Not clearly here it:

Alain <kua### [at] videotronca> wrote:

> If a mesh object is surrounded by media, is totaly or partialy
> transparent AND you don't want any media inside, you need to use version
> 3.7 RC7 or later and add "inside_vector" followed by a direction vector.
> This also allow the mesh to be used in a difference or intersection by
> making it "solid".
> If a mesh have an inside_vector and need to contain some media, it need
> the "hollow" option.
>

"inside_vector" - What is it? It is necessary to develop normals in comparison
with RC6?
I would be very grateful to you for very small example of a code: mesh(not
mesh2!)-room with window, mirror floor with texture image and metallic, media
scattering and photons(pass_through).

I am inclined to pass from mesh2 to mesh. It will allow to apply a separate
material to each triangle. Probably, I didn't see how to do it with mesh2.

It very much would help me and Mr with acceleration of creation of the exporter
Blender to Povray.
Thank you!


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From: Alain
Subject: Re: Very big time difference of a render
Date: 28 Jun 2013 18:46:31
Message: <51ce1247$1@news.povray.org>

> Alain, thanks!
> I assume that I understood about what you wrote
> Not clearly here it:
>
> Alain <kua### [at] videotronca> wrote:
>
>> If a mesh object is surrounded by media, is totaly or partialy
>> transparent AND you don't want any media inside, you need to use version
>> 3.7 RC7 or later and add "inside_vector" followed by a direction vector.
>> This also allow the mesh to be used in a difference or intersection by
>> making it "solid".
>> If a mesh have an inside_vector and need to contain some media, it need
>> the "hollow" option.
>>
>
> "inside_vector" - What is it? It is necessary to develop normals in comparison
> with RC6?
> I would be very grateful to you for very small example of a code: mesh(not
> mesh2!)-room with window, mirror floor with texture image and metallic, media
> scattering and photons(pass_through).

The inside_vctor is a tool that enable a mesh object to be used as a 
solid primitive. Otherwise, it's just a shell that can't be used in a 
difference or intersection.

It can be added to any mesh. Just add:
inside_vector<1,0,0>
AFTER all other components of the mesh and before any other modifier and 
transform.
The exact direction of the inside_vector is not crutial as long as it's 
not parallel with a face.

A difference of a box and a mesh normaly return the box with an 
invisible thickness less cut. With a mesh with an inside_vector, the 
mesh can actualy remove parts of the other object.

A difference of a mesh without an inside_vector only return the surface 
of the mesh inside the other object. With inside_vector, you get some 
actual volume.

It have nothing to do with the normals.

It's only an added attribute for the mesh.
If I remember correctly, it was introduced in the earlyest RC releases, 
or one of the last beta.

Sample:
mesh{ Body_Of_The_Mesh
  material{Some_Material}
  inside_vector<1,0,0>
  transform Transform
}

>
> I am inclined to pass from mesh2 to mesh. It will allow to apply a separate
> material to each triangle. Probably, I didn't see how to do it with mesh2.

Whatever you can do with a mesh can be done with a mesh2.
With both, you can apply a texture on a vertice per vertice level.
A mesh2 can optionaly have a texture list similar to that of the vertice 
and normal lists.
With both, a single triangle can have 3 textures, one associated with 
each vertices.

The main difference is that a mesh can, with time and patience, be 
codded by hand, while a mesh2 is best suited for an automated process by 
a programm.

>
> It very much would help me and Mr with acceleration of creation of the exporter
> Blender to Povray.
> Thank you!
>
>
>

I invite you to read the online documentation here:

2.4.2.3 Mesh
http://www.povray.org/documentation/view/3.6.1/292/
2.4.2.3.1 Solid Mesh DON'T apply to version 3.6.1.

2.4.2.4 Mesh2
http://www.povray.org/documentation/view/3.6.1/293/


Alain


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From: LanuHum
Subject: Re: Very big time difference of a render
Date: 29 Jun 2013 00:45:05
Message: <web.51ce652691e1715f7a3e03fe0@news.povray.org>
Alain <kua### [at] videotronca> wrote:

>
> The inside_vctor is a tool that enable a mesh object to be used as a
> solid primitive. Otherwise, it's just a shell that can't be used in a
> difference or intersection.
>
> It can be added to any mesh. Just add:
> inside_vector<1,0,0>
> AFTER all other components of the mesh and before any other modifier and
> transform.
> The exact direction of the inside_vector is not crutial as long as it's
> not parallel with a face.
>
> A difference of a box and a mesh normaly return the box with an
> invisible thickness less cut. With a mesh with an inside_vector, the
> mesh can actualy remove parts of the other object.
>
> A difference of a mesh without an inside_vector only return the surface
> of the mesh inside the other object. With inside_vector, you get some
> actual volume.
>
> It have nothing to do with the normals.
>
> It's only an added attribute for the mesh.
> If I remember correctly, it was introduced in the earlyest RC releases,
> or one of the last beta.
>
> Sample:
> mesh{ Body_Of_The_Mesh
>   material{Some_Material}
>   inside_vector<1,0,0>
>   transform Transform
> }


Thanks!


>
> The main difference is that a mesh can, with time and patience, be
> codded by hand, while a mesh2 is best suited for an automated process by
> a programm.
>

Understand


> 2.4.2.3.1 Solid Mesh DON'T apply to version 3.6.1.

I am not going to use version 3.6.1.

Alain, thank you!




LanuHum


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