POV-Ray : Newsgroups : povray.binaries.images : waste of time! : Re: waste of time! Server Time
1 Jun 2024 14:25:27 EDT (-0400)
  Re: waste of time!  
From: alphaQuad
Date: 3 Feb 2008 23:05:00
Message: <web.47a68dc7b082306ef89b659f0@news.povray.org>
nemesis <nam### [at] gmailcom> wrote:
 Yes, I know sturm should do better,
> but it really doesn't help, as the second cup model uses sturm and to no
> good.
>
> any thoughts?



Does the help file apply here?
//The following list shows all objects for which the Sturmian root solver can be
used
// lathe (only with quadratic splines




*************************



Everyone is probably bored with this but it has been an optical eyeopener.
was away for a week root canalling, so this will seem way late.

IMAGE   13:
back cup restored to orig color for final radiosity, marking subtle-changes
image
tighted up area light
echof(vlength(lv)) = 11.75
arraylen = .8

Global
      max_trace_level 15
      adc_bailout .02
      (assumed_gamma default)

radiosity pass w/previous photon map (Global assumed_gamma 2.0 - radiosity rends

count 30
nearest_count 8
gray_threshold 0.02
minimum_reuse .0095
brightness 0.2



have we done all pov can do to this image yet? :p

All fimages were:
Preset INI file is 'QUICKRES.INI', section is '[640x480, AA 0.3]'.

What I think I learned

//sturm
//The following list shows all objects for which the Sturmian root solver can be
used
// lathe (only with quadratic splines)

//hollow     extra hollow in union

area light length needed adjusting for the scene 0.8 from 1.0 was noticeable
what really happened:

Parsing Options
  Input file: glasses13rad.pov (compatible to version 3.63)
  Remove bounds........On
  Split unions.........Off

Output Options
  Image resolution 640 by 480 (rows 1 to 480, columns 1 to 640).
  Output file: glasses13rad.png, 24 bpp PNG
  Graphic display......On  (gamma: 2.2)
  Mosaic preview.......Off
  CPU usage histogram..Off
  Continued trace......Off
Tracing Options
  Quality:  9
  Bounding boxes.......On   Bounding threshold: 3
  Light Buffer.........On
  Vista Buffer.........On   Draw Vista Buffer....Off
  Antialiasing.........On  (Method 1, Threshold 0.300, Depth 3, Jitter 1.00)
  Clock value:    0.000  (Animation off)

Scene Statistics
  Finite objects:            9
  Infinite objects:          1
  Light sources:             2
  Total:                    12

Render Statistics
Image Resolution 640 x 480

Pixels:           319210   Samples:          546930   Smpls/Pxl: 1.71
Rays:            7629558   Saved:           2313696   Max Level: 15/15

Ray->Shape Intersection          Tests       Succeeded  Percentage

Lathe                         53356754        32372248     60.67
Lathe Bound                   53356754        42364921     79.40
Plane                         49921022         4233572      8.48
Bounding Box                 349147797       111281847     31.87
Vista Buffer                   2918700         1976984     67.74


Roots tested:              63832664   eliminated:                    0
Calls to Noise:                   0   Calls to DNoise:              10

Shadow Ray Tests:          44638470   Succeeded:              28407418
Reflected Rays:             3964830   Total Internal:           893837
Refracted Rays:             3070967
Transmitted Rays:                26

Radiosity samples calculated:             1790 (0.15 %)
Radiosity samples reused:              1192958

Smallest Alloc:                  50 bytes
Largest  Alloc:              327728 bytes
Total Alloc calls:             3336         Free calls:           3328
Peak memory used:          10847845 bytes


Total Scene Processing Times
  Parse Time:    0 hours  0 minutes  0 seconds (0 seconds)
  Photon Time:   0 hours  0 minutes  2 seconds (2 seconds)
pervious pass:
Photon Time:   0 hours  1 minutes  14 seconds (74 seconds)
  Render Time:   1 hours 57 minutes 56 seconds (7076 seconds)
  Total Time:    1 hours 57 minutes 58 seconds (7078 seconds)
POV-Ray finished


There is likely something here to discuss regarding settings and output results.
Nice technique with all the switches and the genius behind the photons and
texture.

aQ takes Nemesis for ride in the grav-A ship. Notice there are no seat belts
needed.

oh craap now I see "dispersion_samples"
it never ends, this evolution image file could have been better and shown more
optional results.


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