POV-Ray : Newsgroups : povray.off-topic : New LuxRender web site (http://www.luxrender.net) Server Time
11 Oct 2024 05:22:24 EDT (-0400)
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From: nemesis
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 21 Feb 2008 19:33:36
Message: <47be1860@news.povray.org>
Jim Henderson wrote:
> On Thu, 21 Feb 2008 14:40:25 -0300, nemesis wrote:
> 
>>>> As an aside is a black and white photograph, photorealistic, or a
>>>> sepia one? Are the Pre-Raphaelites or chocolate box paintings?
>>> You read my mind, Stephen. :-)
>> yes, they are all actual light (photo) captures, just lacking enough
>> resolution or colors.
> 
> But a binary diff would be different against those.
> 
> So it is subjective after all....

no, just render with the same resolution and color range and diff them. ;)


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From: Jim Henderson
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 21 Feb 2008 21:04:39
Message: <47be2db7@news.povray.org>
On Thu, 21 Feb 2008 21:33:59 -0300, nemesis wrote:

> Jim Henderson wrote:
>> On Thu, 21 Feb 2008 14:40:25 -0300, nemesis wrote:
>> 
>>>>> As an aside is a black and white photograph, photorealistic, or a
>>>>> sepia one? Are the Pre-Raphaelites or chocolate box paintings?
>>>> You read my mind, Stephen. :-)
>>> yes, they are all actual light (photo) captures, just lacking enough
>>> resolution or colors.
>> 
>> But a binary diff would be different against those.
>> 
>> So it is subjective after all....
> 
> no, just render with the same resolution and color range and diff them.
> ;)

Well, general consensus with the folks I've talked to about it says that 
it is a matter of opinion - you seem to be in the minority here. ;-)

Jim


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From: nemesis
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 21 Feb 2008 22:56:21
Message: <47be47e5$1@news.povray.org>
Jim Henderson wrote:
> Well, general consensus with the folks I've talked to about it says that 
> it is a matter of opinion - you seem to be in the minority here. ;-)

so, your guys opinion is that it is a matter of opinion? ;)


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From: Jim Henderson
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 21 Feb 2008 23:45:08
Message: <47be5354$1@news.povray.org>
On Fri, 22 Feb 2008 00:56:45 -0300, nemesis wrote:

> Jim Henderson wrote:
>> Well, general consensus with the folks I've talked to about it says
>> that it is a matter of opinion - you seem to be in the minority here.
>> ;-)
> 
> so, your guys opinion is that it is a matter of opinion? ;)

Precisely.  But because it's a majority, it must be a fact. ;-)

Jim


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From: Chambers
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 22 Feb 2008 01:14:56
Message: <47be6860@news.povray.org>
Until it can parse SDL, I will consider it inferior to POV.

Long live hand written code! ;)

-- 
...Ben Chambers
www.pacificwebguy.com


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From: Invisible
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 22 Feb 2008 04:28:59
Message: <47be95db@news.povray.org>
nemesis wrote:

>> Does it add more triangles to the areas of greatest curvature and 
>> fewer to the flat areas?
> 
> you know those Pixar movies?  The renderer used, Renderman, is basically 
> a scanline that breaks all geometry down to micropolygons measuring less 
> than a pixel on the fly.  You only see smooth curves as the final result...

Yes - but you can't do that in realtime [without a large warehouse full 
of high-end GPUs].

>> I often look at a game like HL and wonder how it's even possible. I 
>> mean, you walk through the map for, like, 20 minutes before you get to 
>> the other end. The total polygon count must be spine-tinglingly huge. 
>> And yet, even on a machine with only a few MB of RAM, it works.
> 
> machines evolve.  The amount of polygons going around in PS3 games or 
> Crysis certainly wasn't possible just a few years ago.

Yeah, but on the face of it, even an old game like Doom shouldn't be 
possible on today's most powerful GPUs if it just stores and renders 
everything directly. There must be some kind of trick to it...

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: Invisible
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 22 Feb 2008 04:29:26
Message: <47be95f6$1@news.povray.org>
>> Right. So we're talking about something so subtle that I'm unlikely to 
>> notice any difference...
> 
> That's not what he said, but yeah, you probably won't notice anything.
> Normal people will.

Anybody have a like-for-like comparison image?

-- 
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*


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From: delle
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 22 Feb 2008 05:30:01
Message: <web.47bea297b014483d27eef15b0@news.povray.org>
"scott" <sco### [at] laptopcom> wrote:

> The lighting model implemented in POV is about the simplest available, what
> was first used on 3D cards 10 years ago.  Today there are far more accurate
> models used, you must have heard names like Cook-Torrence, Blinn etc, if
> you've never looked outside of POV you wouldn't know they existed.  They
> start to model the microfacets on a surface and produce lighting results
> based on the geometry and physics of the microfacets (eg occlusion,
> self-shadowing etc).  Then there's anisotropic materials like brushed metal,
> where the properties are different depending on which direction the light is
> coming from.

I've waited for that Path for years. At the end I've coded it by myself.

Currently I support:

- Blinn (original)
- Phong (original)
- Cook Torrance
- Ward
- Minneart
- Oren Nayar

In this scene I've changed ONLY the light model

Delle


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Attachments:
Download 'complex lighting.jpg' (105 KB)

Preview of image 'complex lighting.jpg'
complex lighting.jpg


 

From: delle
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 22 Feb 2008 05:50:01
Message: <web.47bea8acb014483d27eef15b0@news.povray.org>
"delle" <del### [at] ciaowebit> wrote:
> "scott" <sco### [at] laptopcom> wrote:
>
> > The lighting model implemented in POV is about the simplest available, what
> > was first used on 3D cards 10 years ago.  Today there are far more accurate
> > models used, you must have heard names like Cook-Torrence, Blinn etc, if
> > you've never looked outside of POV you wouldn't know they existed.  They
> > start to model the microfacets on a surface and produce lighting results
> > based on the geometry and physics of the microfacets (eg occlusion,
> > self-shadowing etc).  Then there's anisotropic materials like brushed metal,
> > where the properties are different depending on which direction the light is
> > coming from.
>
> I've waited for that Path for years. At the end I've coded it by myself.
>
> Currently I support:
>
> - Blinn (original)
> - Phong (original)
> - Cook Torrance
> - Ward
> - Minneart
> - Oren Nayar
>
> In this scene I've changed ONLY the light model
>
> Delle

And these are Variable Reflections calculated by My Patched Pov.

There is a dedicated Parameter and I use Halton Sequence to shot rays....

Delle


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variablereflections.jpg


 

From: delle
Subject: Re: New LuxRender web site (http://www.luxrender.net)
Date: 22 Feb 2008 06:15:01
Message: <web.47beae3cb014483d27eef15b0@news.povray.org>
....currently I'm adding the capability to use IES File (photometric lights) like
these:

Regards

Delle

P.S. I've waited them more than 3 years and now I've decided to do them bu
myself...


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Attachments:
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Preview of image 'ies lights.jpg'
ies lights.jpg


 

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