POV-Ray : Newsgroups : povray.binaries.images : arealight speed UberPOV compared P-R 3.7.1.1 alpha : Re: arealight speed UberPOV compared P-R 3.7.1.1 alpha Server Time
7 Nov 2024 04:55:10 EST (-0500)
  Re: arealight speed UberPOV compared P-R 3.7.1.1 alpha  
From: omniverse
Date: 20 Nov 2016 20:40:00
Message: <web.58324fdea6150ab59c5d6c810@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 21.11.2016 um 00:39 schrieb omniverse:
>
> I need the scene (ideally trimmed down to the bare minimum showing the
> problem).

Found out what makes the change happen. Camera blur messes with both the area
light and subsurface.

Couldn't easily post all that's in the scene and include files so luckily this
was simple enough.

/* test of UberPOV area_light and adaptive.
DOF=on causes jittered area light shadows.
POV-Ray 3.7.1.1 alpha has smooth shadows. */

#version 3.7;

// features to use
#local Rad=on; // slow
#local SSS=on; // very slow
#local ArL=on; // slow
#local DOF=off; // very slow

global_settings
{
 assumed_gamma 1 // chess scene not preadjusted for srgb here
 #if (Rad=on)
 radiosity{
  recursion_limit 1
  brightness 1
  gray_threshold 0.67
  normal on
  brilliance on
 #if (SSS=on)
  subsurface on
 #end
 }
 #end
 #if (SSS=on)
 subsurface {samples 40,20}
 mm_per_unit 10
 #end
}

sky_sphere
{
 pigment
 {
  function {abs(y)}
  color_map
  {
   [0 srgb <1,0.8,0.5>]
   [0.1 srgb <0.6,0.9,1>]
   [0.2 srgb <0.5,0.8,1>]
   [0.5 srgb <0.2,0.6,0.9>]
   [1 srgb <0.1,0.5,0.9>]
  }
 }
}

plane { y, -2 pigment { srgb 1 } normal { crackle 0.7 } }

light_source
{
 -z*111, rgb <0.8,0.7,0.6>
 #if (ArL=on) // check using adaptive 3 or 4
 area_light <8,0,0>,<0,8,0>,6,6 adaptive 0 circular orient
 #end
 rotate <45,200,0>
}

light_source
{
 -z*111, rgb <0.2,0.3,0.4>
 #if (ArL=on)
 area_light <8,0,0>,<0,8,0>,4,4 adaptive 0 circular orient
 #end
 rotate <60,-30,0>
}

camera
{
 up y
 right image_width/image_height*x
 location -z*25
 look_at <0,-2,-4>
 angle 50
 #if (DOF=on)
 focal_point <0,4,4>
 aperture 1.33
 blur_samples 15,20
/* // no noticeable difference using this
 bokeh {
  pigment {
   hexagon rgb <0.5,0,0.25>, rgb <0.75,1,0>, rgb <0.25,0.75,0>
  }
 }
*/
 #end
 rotate <25,40,0>
}

sphere
{
 0, 5
 pigment
 {
  rgb <1,1,1>
 }
 finish
 {
  specular 0.5 roughness 0.05
  subsurface
  {
   translucency <1,1,1>
  }
  reflection
  {
   0, 0.5
   fresnel on
   exponent 0.8
  }
  conserve_energy
 }
}


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