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Am 18.11.2013 17:54, schrieb clipka:
> Am 18.11.2013 17:31, schrieb Ive:
>>
>> Using VS2010 I get 3 compile time errors
>>
>> 1>..\..\source\backend\lighting\photons.cpp(417): error C2661:
>> 'pov::Trace::WNRX::WNRX' : no overloaded function takes 4 arguments
>>
>> 3>..\..\vfe\vfedisplay.cpp(61): error C2661:
>> 'pov_frontend::Display::Display' : no overloaded function takes 4
>> arguments
>>
>> 3>C:\Work\POV\UberPov\libraries\boost\boost/bind/bind.hpp(515): error
>> C2593: 'operator [' is ambiguous
>>
>> and as a result a link error as povbackend64.lib is not build.
>
> The first two errors should be fixed now. Need to figure out what's
> wrong with the 3rd though.
Looks like some files didn't make it into the Git repo. Shoot me if it
doesn't work NOW.
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From: clipka
Subject: Re: First unofficial patch of POV-Ray 3.7.0: UberPOV
Date: 18 Nov 2013 13:10:03
Message: <528a57fb@news.povray.org>
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Am 18.11.2013 17:54, schrieb clipka:
> Am 18.11.2013 17:31, schrieb Ive:
>>
>> Using VS2010 I get 3 compile time errors
>>
>> 1>..\..\source\backend\lighting\photons.cpp(417): error C2661:
>> 'pov::Trace::WNRX::WNRX' : no overloaded function takes 4 arguments
>>
>> 3>..\..\vfe\vfedisplay.cpp(61): error C2661:
>> 'pov_frontend::Display::Display' : no overloaded function takes 4
>> arguments
>>
>> 3>C:\Work\POV\UberPov\libraries\boost\boost/bind/bind.hpp(515): error
>> C2593: 'operator [' is ambiguous
>>
>> and as a result a link error as povbackend64.lib is not build.
>
> The first two errors should be fixed now. Need to figure out what's
> wrong with the 3rd though.
see povray.unofficial.patches for the follow-up.
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From: Ive
Subject: Re: First unofficial patch of POV-Ray 3.7.0: UberPOV
Date: 18 Nov 2013 14:38:38
Message: <528a6cbe@news.povray.org>
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Am 18.11.2013 19:09, schrieb clipka:
>
> Looks like some files didn't make it into the Git repo. Shoot me if it
> doesn't work NOW.
>
No need for violence - successfully build.
Will play with it tomorrow and... thanks!
-Ive
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Ok, something goes wrong.
While the example scenes do work well a very simple scene of mine (where
I just did try to add a bit of blurred reflection to a table) did not!
So I used one of your own scene file (stochastic_reflection_blur.pov)
and simplified it until it shows the same problem.
command line:
+w800 +h600 +am2 +a0.1 +r3 +FE
None of the fancy features are even used anymore and render time is
about 10 seconds with 3.7 but UberPov did after 10 minutes not even
finish the first block.
//=================================================================================
//#version 3.7;
#version unofficial patch 3.7;
#patch "upov-reflection-roughness" 0.9;
global_settings {
max_trace_level 25
assumed_gamma 1.0
}
camera {
perspective angle 50
location <0.0, 3,-5.0>
right x*image_width/image_height
look_at <0.0, 1.0, 0.0>
}
light_source {
<3000,3000,0> color rgb 1
area_light x*500,y*500, 9,9 adaptive 1 circular orient
}
sky_sphere {
pigment {
gradient <0,1,0>
color_map {
[0.00 srgb <0.6,0.7,1.0>]
[0.35 srgb <0.1,0.0,0.8>]
[0.65 srgb <0.1,0.0,0.8>]
[1.00 srgb <0.6,0.7,1.0>]
}
scale 2
}
}
plane{ <0,1,0>, 0
texture{
pigment{ checker color rgb 1 color rgb 0.1 }
finish {
ambient 0
diffuse 0.7
reflection { 1.0 fresnel} // roughness 0.005 }
// specular albedo 0.1
// roughness 0.005
}
}
interior { ior 1.5 }
}
//=================================================================================
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Am 19.11.2013 14:41, schrieb Ive:
> Ok, something goes wrong.
> While the example scenes do work well a very simple scene of mine (where
> I just did try to add a bit of blurred reflection to a table) did not!
> So I used one of your own scene file (stochastic_reflection_blur.pov)
> and simplified it until it shows the same problem.
I'll dig into this.
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Am 19.11.2013 15:09, schrieb clipka:
> Am 19.11.2013 14:41, schrieb Ive:
>> Ok, something goes wrong.
>> While the example scenes do work well a very simple scene of mine (where
>> I just did try to add a bit of blurred reflection to a table) did not!
>> So I used one of your own scene file (stochastic_reflection_blur.pov)
>> and simplified it until it shows the same problem.
>
> I'll dig into this.
Dang, can you believe it? I actually managed to forget to initialize the
new reflection parameters to their intended defaults.
Should be fixed now.
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From: James Holsenback
Subject: Re: First unofficial patch of POV-Ray 3.7.0: UberPOV
Date: 19 Nov 2013 18:07:53
Message: <528bef49$1@news.povray.org>
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On 11/19/2013 09:39 AM, clipka wrote:
> Dang, can you believe it? I actually managed to forget to initialize the
> new reflection parameters to their intended defaults.
LOL ... must be contagious
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Am 17.11.2013 23:25, schrieb clipka:
> Hi folks,
>
> Anyone interested in test-driving a few unofficial additions to POV-Ray
> 3.7.0, please have a look at https://github.com/UberPOV/UberPOV.
...
> More is yet to come. An obvious next step will be to implement a Monte
> Carlo-based replacement for radiosity (I guess you know where this is
> heading), but a few odds & ends will also be thrown in, such as a
> feature to determine the modification time of a file (so that you can
> e.g. decide whether some auto-generated files might be outdated).
An update is available at the aforementioned location, introducing that
file_time function.
The update also contains a few official bugfixes that haven't made it
into the POV-Ray Git repo yet.
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From: Tim Cook
Subject: Re: First unofficial patch of POV-Ray 3.7.0: UberPOV
Date: 20 Nov 2013 18:05:20
Message: <528d4030$1@news.povray.org>
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On 2013-11-18 09:36, clipka wrote:
> I know that you love that trick, and have in some tutorial made claims
> that it is a sufficient replacement for inbuilt blurred reflections, but
> the above facts make it no more than a nasty kludge. One that can be
> used to good effect if you invest sufficient time and effort, but a
> kludge nonetheless.
Micronormals (which is how real-world blurred reflections happen, afaik)
are a kludge? I'd think the inbuilt blurred reflection would be moreso,
as it's a corner-cutting technique to save time and computational
resources... ;)
(Of course, this is semantic and depends on whether your ideal rendering
engine allows processes indistinguishable from reality or not.)
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Am 21.11.2013 00:03, schrieb Tim Cook:
> On 2013-11-18 09:36, clipka wrote:
>> I know that you love that trick, and have in some tutorial made claims
>> that it is a sufficient replacement for inbuilt blurred reflections, but
>> the above facts make it no more than a nasty kludge. One that can be
>> used to good effect if you invest sufficient time and effort, but a
>> kludge nonetheless.
>
> Micronormals (which is how real-world blurred reflections happen, afaik)
> are a kludge? I'd think the inbuilt blurred reflection would be moreso,
> as it's a corner-cutting technique to save time and computational
> resources... ;)
Indeed, but the inbuilt ones are not /nasty/ :-P (because they're much
easier to use).
That said, the most kludgy thing ot the "current trick" (in terms of
realism, not in terms of ease of use as I originally meant) is not so
much that it uses micronormals in the first place, but that it averages
multiple micronormals textures to achieve the oversampling required.
Real-world blurred reflections normally don't do /that/ ;-).
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