POV-Ray : Newsgroups : povray.binaries.images : luminance output : Re: luminance output Server Time
6 Oct 2024 05:52:00 EDT (-0400)
  Re: luminance output  
From: CAS
Date: 16 Apr 2014 22:55:01
Message: <web.534f41adc34aaa776a92a3a00@news.povray.org>
"CAS" <sup### [at] cstnetcn> wrote:
> Alain <kua### [at] videotronca> wrote:

> > > scott <sco### [at] scottcom> wrote:
> > >>> Hello,everyone.I am a student.I am doing my graduation project recently.It is
> > >>> simulating radiance with ray-tracing.I have done a test with pov.But I am
> > >>> confronting a error with my result.Could anyboby help me check out my
issue.Beg
> > >>> a hot.I am a student.I am confronting the pressure of graduation.I feel so
> > >>> worry.I have uploaded the whole process of my test,beg a hot help me!
> > >>> "pov-xyz"is the location of each sphere.
> > >>> "pov-ref"is the reflectivity of each sphere.
> > >>> "pov.exr"is the output image by pov.
> > >>> I have converted "pov.exr" to "pov.tiff".
> > >>> "result"is my analyse.My issue was wrote in it.
> > >>> Expecting somebody help me.Great gratitudes!
> > >>
> > >> Using a specular highlight on tiny spheres is going to give very
> > >> unpredictable results, the output pixel value will highly depend on
> > >> exactly where the ray hits the sphere compared to the highlight
> > >> position. I zoomed in on your scene and rendered it, see attached, I
> > >> also changed the background colour to red to highlight the spheres
> > >> better. Do you see the problem?
> > >>
> > >> I would use boxes rather than spheres and use diffuse rather than
> > >> specular reflection:
> > >>
> > >>    pigment{color rgb 1}
> > >>    finish {
> > >>     ambient 0
> > >>     diffuse ref
> > >>    }
> > >> }
> > >>
> > >> That should give much more uniform results and not depend on where each
> > >> ray hits the shapes. I don't know if that will solve your problem or not.
> > >
> > > I have modified the statements and done a test with your advice.I find the
> > > result changed,but not what I wanted.Besides,I only have 40000 points ,if I used
> > > box as my model, which needs two points to describle,but my input scene is as
> > > "pov.tif".One point stands for one object,corresponding,with a reflectity.If I
> > > used box,may need two point to descible a object,I doublt the scene is not my
> > > wanted.
> > >
> > >
> > >
> > >
> >
> > You can use boxes instead of spheres without doubling the size of your
> > file. Curently, you use this code to place your spheres:
> > sphere {
> >   <x1-center_x,y1-center_y,z1-center_z>,1.55
> >   finish { ambient 0
> >            emission 0
> >            specular ref
> >            }
> >         }
> >
> > To use box, just use this code:
> > box{-1.55, 1.55 // reduce slightly is you want to keep some gap.
> > // The following line is the key...
> >  translate <x1-center_x,y1-center_y,z1-center_z>
> >   finish { ambient 0
> >            emission 0
> >            specular ref
> >            }
> >         }
> >
> >
> > This will give you boxes with a width identical to the diameter of your
> > spheres.
> >
> > Even beter, make an union containing all your objects:
> >
> > union{
> > #fopen   Input_geom_file geom_file_name read
> > #fopen   Input_spec_file spec_file_name read
> > #while(defined(Input_geom_file))
> >
> >      #read(Input_geom_file, X1, Y1, Z1)
> >      #read(Input_spec_file, Ref)
> >
> > box{-1.55, 1.55 // reduce slightly is you want to keep some gap.
> > // The following line is the key...
> >  translate <X1-Center_X,Y1-Center_Y,Z1-Center_Z>
> >         }// Remove the texture from the objects
> > #end
> > // and apply it to all objects at once
> >   finish { ambient 0
> >            emission 0
> >            specular Ref
> >            }
> > }// End of the union
> >
> > As the variable "n" is never used, I removed it.
> >
> > Finaly, a general recomendation: In all of your user defined variable,
> > use at least ONE upper case letter. This ensure that you don't have any
> > conflict with predefined variables and primitive. It also make it clear
> > that those are YOUR variables. It can realy help when debugging your code.
> >
> >
> >
> >
> > Alain

I have done a try with your advice,but the image is black.

I have 40000 points.It stands for 40000 surfaces.Corresponding,there is 40000
 reflecities.Irradiance(w/m^2) is my real solar engry.I expect the result is
 radiance(w/m^2*str)or luminance(cd/m^2),but I donot know what it is?And how can
 I get my desired?


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