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> -----Original Message-----
> From: Darren New [mailto:dne### [at] sanrrcom]
> I know which lights affect a scene. The problem is I have hundreds of
> lights, and hundreds of frames.
>
> http://darren.s3.amazonaws.com/Castle/SavedOUT/index.html
Really cool project :)
> Right now, I run the macro expansion once for each room, then render
> all the
> images for that room. It would certainly be more convenient to run the
> expansion once and render the whole building, but that's not going to
> work
> unless lightgroups can very efficiently interact with bounding boxes to
> ensure the blocked lights don't take up a lot of time. It took about
> half as
> long to run one expansion as it does to render one frame of the smaller
> rooms, so it would have to be very efficient to make it worthwhile.
First, how is everything modeled? Flat polygons, or are the rocky
surfaces isosurfaces?
After that, what are the settings for each light?
And finally, what kind of render times are you seeing? And how long does
the expansion for a room take?
...Ben Chambers
www.pacificwebguy.com
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Chambers wrote:
> First, how is everything modeled? Flat polygons, or are the rocky
> surfaces isosurfaces?
At the moment, they're all CSG, mostly boxes (stretched and turned) with a
cylinder at each edge to round them. With the shadows turned off, it renders
in seconds. The complexity of the geometry (at this point) doesn't seem to
be the problem. With only a couple of lights, it takes maybe 10 seconds to
render a scene.
> After that, what are the settings for each light?
Let's see... It looks like I used a yellowish that fades rapidly and a
white that fades less rapidly for the torches. The chandeliers are similar.
Once tag=Torch
#declare torch = union {
sor {6,
<0.0, 0.0>,
<0.1, 0.2>,
<0.2, 0.3>,
<0.3, 0.7>,
<0.4, 2.4>,
<0.8, 2.5>
// texture {Texture_wood} finish { ambient 0.4 }
translate y*0.1
sturm on
}
// Then add the flame
sphere {
<0.0, 2.65, 0.0> 0.4
no_shadow
texture {
pigment { color rgbf <1, 0.9, 0.2> }
finish { ambient 3.8 }
}
}
// Next the brass band holding it up
torus {
0.23, 0.225 // That's wrong - I misunderstood minor radius
scale <1, 0.5, 1>
translate y*1.7
texture { Texture_brass }
finish { ambient 0.6 }
}
light_source {
<0.0, 3.1, 0.0>
color 0.8*`TorchBright'*<1, 0.6, 0.2>
//area_light <-0.3, 0, -0.3> <0.3, 0, 0.3>, 8, 8
fade_distance 5
fade_power 2
}
light_source {
<0.0, 3.1, 0.0>
color 0.3*`TorchBright'*<1, 1, 1>
//area_light <-0.3, 0, -0.3> <0.3, 0, 0.3>, 8, 8
fade_distance 20
fade_power 1.4
}
}
> And finally, what kind of render times are you seeing?
Several hours per image for the big room in the middle. 30 minutes or so for
the side rooms, if I am remembering right.
> And how long does the expansion for a room take?
The whole castle (about 4 floors so far) expands in something like 20
minutes, but it's a kind of brute-force algorithm with little attempt to be
efficient. I could probably speed it up pretty easily, but ... when one
expansion takes less time than one of dozens of traces, why bother?
The whole thing is on SourceForge under the name "LOME" incidentally. I
haven't tried running it under Linux, but there's no reason it shouldn't as
it stands now, since I never got around to putting a GUI front end on it.
--
Darren New, San Diego CA, USA (PST)
The NFL should go international. I'd pay to
see the Detroit Lions vs the Roman Catholics.
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