|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hello,
I tried to use "always sample no" directive in radiosity block
and it still create radiosity samples when rendering in final
resolution. I really need it, because (and it may be another
question) it takes forever when rendering some specific line
in image, it calculates radiosity sample for every ray used
in antialiasing, I think. I guess, that its line when plane
touches the horizont.
Its a bug or I'am doing something bad?
Thanks
Disnel
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Disnel <dis### [at] itamcascz> wrote...
>
> Hello,
>
> I tried to use "always sample no" directive in radiosity block
> and it still create radiosity samples when rendering in final
> resolution. I really need it, because (and it may be another
> question) it takes forever when rendering some specific line
> in image, it calculates radiosity sample for every ray used
> in antialiasing, I think. I guess, that its line when plane
> touches the horizont.
>
> Its a bug or I'am doing something bad?
>
MegaPov tries to reuse samples. If it cannot reuse ANY samples, it will
still create another sample regardless of the "always_sample" setting. This
usually does not happen, but it can, depending on the radiosity quality
settings that you use.
-Nathan
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Hmm, its perfectly logical
It nearly hangs up at line where infinite plane touches the sky.
(plane horizont is parallel to image x axis).
I think, that its general problem. POV has problems with antialising
at this line too.
Nathan Kopp wrote:
>
> Disnel <dis### [at] itamcascz> wrote...
> >
> > Hello,
> >
> > I tried to use "always sample no" directive in radiosity block
> > and it still create radiosity samples when rendering in final
> > resolution. I really need it, because (and it may be another
> > question) it takes forever when rendering some specific line
> > in image, it calculates radiosity sample for every ray used
> > in antialiasing, I think. I guess, that its line when plane
> > touches the horizont.
> >
> > Its a bug or I'am doing something bad?
> >
>
> MegaPov tries to reuse samples. If it cannot reuse ANY samples, it will
> still create another sample regardless of the "always_sample" setting. This
> usually does not happen, but it can, depending on the radiosity quality
> settings that you use.
>
> -Nathan
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
Disnel <dis### [at] itamcascz> wrote:
: POV has problems with antialising at this line too.
I wouldn't say that "povray has problems antialising at this line". What's
happening is just that a lot of to-be-antialiased pixels are unluckily
grouped so that they are calculated one after another.
If the line was vertical instead of horizontal I suppose that the
render time would be approximately the same, but the antialiasing
would be more scattered around the image so you wouldn't notice this
kind of "lockup".
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|