POV-Ray : Newsgroups : povray.binaries.images : cube meadow : Re: cube meadow Server Time
30 Jul 2024 02:26:35 EDT (-0400)
  Re: cube meadow  
From: Alain
Date: 28 Feb 2013 22:28:11
Message: <5130204b$1@news.povray.org>

> clipka <ano### [at] anonymousorg> wrote:
>> Am 26.02.2013 23:47, schrieb nemesis:
>>> Alain <kua### [at] videotronca> wrote:

>>>>> "nemesis" <nam### [at] gmailcom> wrote:
>>>>>> just cubes, a bit of translation and rotation, lit by pure radiosity and a good
>>>>>> measure of DOF love :)
>>>>>
>>>>> BTW, didn't like the overlapping, so instead I unioned all cubes, then
>>>>> differenced from the union of the "flowers".  Takes a lot more rendertime and
>>>>> sadly leaves artifacts that don't go away, but liked it better
>>>>>
>>>> Coincident surfaces.
>>>> Did you try randomising the depth of the flowers? Just something like 1%
>>>> variation of the depth will do the trick...
>>>>
>>>>
>>>> Alain
>>>
>>> you're amazing, Alain :)
>>>
>>> half an hour on this one on 4 cores of a i5.  But i think I should've added a
>>> bit more radiosity samples:  count 8 error_bound 1 pretrace_end .003 :p
>>
>> As for rendering times, I /think/ one (rather counterintuive) trick
>> might be to difference the whole bunch of flowers from each cube
>> individually, i.e.
>>
>> #declare AllFlowers = union {
>>     object { Flower transform { A } }
>>     object { Flower transform { B } }
>>     ...
>> }
>>
>> #declare AllBlocks = union {
>>     difference {
>>       object { Block transform { A } }
>>       object { AllFlowers }
>>     }
>>     difference
>>       object { Block transform { A } }
>>       object { AllFlowers }
>>     }
>>     ...
>> }
>
> that's seems rather bizarre
>
> the problem with the first render (though it was fast) is that each cube
> differentiated was added one atop the other, causing ugly overlapping.  unioning
> all cubes and then differencing the union of the flowers got rid of it, at the
> cost of rendertimes.  wouldn't your union of differences end up with the same
> problem from the first approach?
>
> well, I just finished another render and am calling it quits.  here's the scene
> if anyone's wishing to play with it and try clipka's method. :)
>
>
> BTW, in the tips and tricks about focal blur it reads like this:
>
> The focal blur is very grainy. Can I get rid of the graininess?
>
> Yes. Set variance to 0 (or to a very small value, like for example 1/100000) and
> choose a high enough blur_samples. The rendering will probably slow down quite a
> lot, but the result should be very good.
>
>
> but that's not the only way:  I could achieve a very smooth focal blur with just
> blur_samples 12 and confidence .8 by also adding +AM2 +A0.1 +R3 to the
> antialiasing settings.  nothing mindblowing, although it does slow down a good
> deal and I got a 53 min render on i5 4 cores...
>
It work with version 3.7. With version 3.6, antialiasing was turned off 
whenever focal blur was in use.


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