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I can't get media photons to work.
I'm working on a tank full of water. (See povray.binaries.images -
"The Tank".) As you can see, I've already got some wonderful caustics
on the floor using photon mapping. So I thought it would be nice to
have shards of light in the water itself as well. I added some
scattering media to the water and turned on media photons. POV-Ray
spent 45 mins trying to make Swiss cheese out of my harddrive, then
gave up and said I didn't have enough memory. So I tried reducing the
number of photons. This time, POV-Ray spend a few hours shooting
photons, eventually dumping a photon map file of over 600MB. It took
*ages* to render the thing - the harddrive was paging on every line!
And when it did finish, the image was almost totally black.
(Presumably because there's not enough photons.)
So I was wondering... Is the media photons feature supposed to work?
Or did they implement it so that in 10 years' time there will be
computers powerful enough to do it? My machine is a 1.4GHz AMD with
256MB of RAM - hardly low spec!
Any ideas?
Andrew.
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In article <3d91daf6@news.povray.org>,
"Andrew Coppin" <orp### [at] btinternet com> wrote:
> So I was wondering... Is the media photons feature supposed to work?
> Or did they implement it so that in 10 years' time there will be
> computers powerful enough to do it? My machine is a 1.4GHz AMD with
> 256MB of RAM - hardly low spec!
They work and are useable. The demo file optics.pov was designed on a
"blue and white" Power Mac G3 at 350MHz with 384MB RAM. They are highly
memory intensive though...storing photons throughout a volume takes a
lot more photons than storing on a surface. It might be your tank is
just too big. The blackout sounds odd too...did you get the media
looking good before you tried photons? The number of photons won't
really affect brightness, just the fineness of detail in the caustics.
You definitely need to reduce the number of media photons if it is so
hard for your machine. Buying more RAM wouldn't be a bad idea either.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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> The blackout sounds odd too...did you get the media
> looking good before you tried photons?
I suspect the scattering media is set incorrectly... Try that,
and then fiddle with the rest. It often happens to me that the
image gets darker when using scattering media, sometimes
setting extinction lower helps.
Regards,
Tim
--
Tim Nikias
Homepage: http://www.digitaltwilight.de/no_lights/index.html
Email: Tim### [at] gmx de
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> So I was wondering... Is the media photons feature supposed to work?
> Or did they implement it so that in 10 years' time there will be
> computers powerful enough to do it? My machine is a 1.4GHz AMD with
> 256MB of RAM - hardly low spec!
I used media photons heavily in this image:
http://www.slimeland.com/images/pictures/realwater.jpg
Just make sure your maximum number of media photons is as low as possible
(try 50 for starters), and reduce the spacing enough.
Try it on a smaller container at first to get the hang of it.
- Slime
[ http://www.slimeland.com/ ]
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In article <3d91ec57$1@news.povray.org>,
"Tim Nikias" <tim### [at] gmx de> wrote:
> I suspect the scattering media is set incorrectly... Try that,
> and then fiddle with the rest. It often happens to me that the
> image gets darker when using scattering media, sometimes
> setting extinction lower helps.
With transparent, refracting objects, this would make sense. Without
photons, POV lets light go straight through objects, only simulating
attenuation. With photons, the light can be refracted completely away
from some areas, concentrating in others, making parts of the image
darker.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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As always, thanks you your replies people :-)
Maybe I was a little unclear... The image looks fine with scattering
media. (I had to play around with the exact density so that you get
enough scattering to see some effect, but not so much that it's like
a glass of milk!) It's only when I turned on media photons that
things went wrong. I got an almost totally black image, with just a
few dark-red "specks" here and there. (The media is slightly
blue-ish, to make it look more "watery".)
I have to say that I did all this a few weeks ago, before I
discovered this news server, and I can't seem to find the actual
image itself (the one with media photons turned on). And buggered if
I'm going to render it again! Was just checking whether what I'm
trying to do is actually impossible or whether I've just got the
settings wrong... To do the original image (the one I posted), I just
put "photons {}" into global_settings and it all worked perfectly.
Clearly I'll have to try harder to get media photons to work...
Andrew.
PS. It probably doesn't help that the water is an isosurface... Might
it be faster if the water were a normal box with an isosurface CSG'd
off the top? (I.e., so POV-Ray only has to do isosurface tests on the
upper-part of the image.)
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> I used media photons heavily in this image:
>
> http://www.slimeland.com/images/pictures/realwater.jpg
Oooo hey, I *like* that...
Andrew.
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"Andrew Coppin" <orp### [at] btinternet com> wrote in message
news:3d921bfb@news.povray.org...
<snip>
Andrew, by coincidence I've been playing with the same problem, and have just
posted an image in binaries.images (code below).
BTW do you really need an iso for your water? Photons work fine with a normal.
The only reasons to use an iso IMHO would be:
a) your function is not suitable for a normal (anyone want to comment on this?)
b) you are showing the water surface where it touches another object, and you
therefore want a genuinely perturbed surface.
Here is the code to my scene if it helps (some stuff surplus to your
requirements):
// Persistence of Vision Ray Tracer Scene Description File
// File: tmland?.pov
// Vers: 3.5
// Desc: IRTC Wip
// Date: mm/dd/yy
// Auth: Tom Melly
//
#version 3.5;
#include "colors.inc"
#include "functions.inc"
#declare Do_photons = true;
#declare Do_media = true;
#declare Do_bed = true;
#declare Do_env = true;
#declare Do_rock = true;
#declare Do_qrock = false;
#declare Photon_sp = 0.2; //.2
#declare Cont_rad = 35; // 35
#declare Sea_col = <1,1,1,1>; //<0.5,0.9,1.0,1.0>;
#declare Sea_medcol = <0.8,0.2,0.1>*0.75; // 0.75
#declare Dens_min = 0.1;//.1
#declare Cam_z = -15;
#declare Do_sea = true;
#if(abs(Cam_z)+10>(Cont_rad))
Camera too far away!
#end
global_settings {
assumed_gamma 1.0
ambient_light 0
#if(Do_photons)
photons{
spacing Photon_sp
autostop 0 jitter 0.4
#if(Do_media)
media 100
#end
save_file "tmland6.ph"
//load_file "tmland6.ph"
}
#end
}
#declare Dens_func = function(x,y,z){min(1,Dens_min + pow(x/Cont_rad,2) +
pow(z/Cont_rad,2))}
#declare Sea_media =
media{
method 3
intervals 10
samples 3,15
scattering {1,0.025 extinction 0.8} //0.025
absorption Sea_medcol
density{function{Dens_func(x,y,z)}}
}
// ----------------------------------------
camera {
location <0.0, 0.0, Cam_z>
look_at <0.0, -5.0, 35>
}
sky_sphere {
pigment {
wrinkles scale 0.25
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.2,0.4,0.8>]
}
}
}
light_source {
<0, 0, 0>
color rgb <1, 1, 1>*2.5
media_interaction on
media_attenuation on
fade_distance 1500
fade_power 2
translate <1000, 2000, -500>
}
// ----------------------------------------
#if(Do_bed)
#declare Bed_func = function(x,y,z){
y +
5 +
(sin(x*5 - sin(z + f_noise3d(x,0,z))*1)/20) -
(sin((x+z)*1 -
sin(z + f_noise3d(x,0,z))*1)/30)
}
#else
#declare Bed_func = function(x,y,z){y + 5}
#end
#declare Bed_base =
difference{
isosurface {
function { Bed_func(x, y, z) }
contained_by {sphere{0,Cont_rad}}
accuracy 0.001
max_gradient 2
rotate y*35
}
plane{z,Cam_z-10}
pigment{rgb<0.9,0.9,0.6>}
}
#declare Sea_func = function(x,y,z){y - 5}
#declare Sea_top =
difference{
isosurface{
function { Sea_func(x*1, y*1, z*1) }
contained_by {sphere{0,Cont_rad}}
accuracy 0.001
max_gradient 5
rotate y*25
}
plane{z,Cam_z-10}
pigment{rgbf Sea_col}
normal{bozo 5 scale 1/4}
hollow
#if(Do_photons) photons{target refraction on reflection on} #end
finish{
reflection{fresnel on}
ambient 0 diffuse 0 conserve_energy
}
interior{
ior 1.34
#if(Do_media)
media{Sea_media}
#end
}
}
#declare Wall =
difference{
sphere{0,Cont_rad}
sphere{0,Cont_rad - 0.01}
plane{y,-7}
plane{-y,-7.5}
plane{z,Cam_z-10}
pigment{rgb 0}
#if(Do_photons) photons{collect off} #end
}
#if(Do_env|Do_bed)
object{Bed_base}
#end
#if(Do_env|Do_sea)
object{Sea_top}
#end
object{Wall}
#declare FAgate = function {
pigment { agate color_map { [0 rgb 0] [1 rgb 1] }}
}
#declare FGranite = function {
pigment { granite color_map { [0 rgb 0] [1 rgb 1] }}
}
#declare Rock_func = function(x,y,z){
(x*x + y*y + z*z)
+ f_noise3d(x,y,z)/2
- FAgate(x,y,z).gray/5
- FGranite(x,y,z).gray/7
- 1/2
}
#declare Rock =
isosurface {
function { Rock_func(x/5, y/8, z/5) }
contained_by { box { -10, 10 } }
accuracy 0.001
max_gradient 10
pigment{rgb 0.5}
translate <0,-3,0>
}
#if(Do_rock)
object{Rock}
#else
#if(Do_qrock)
sphere{
0,4
scale <1,1.5,1>
pigment{rgb 0.5}
normal{agate scale 10}
normal{granite scale 1/4}
translate <0,-3,0>
}
#end
#end
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-----BEGIN PGP SIGNED MESSAGE-----
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> BTW do you really need an iso for your water? Photons work fine
> with a normal. The only reasons to use an iso IMHO would be:
>
> a) your function is not suitable for a normal (anyone want to
> comment on this?)
>
> b) you are showing the water surface where it touches another
> object, and you therefore want a genuinely perturbed surface.
or c) you want to view the "waves" from a near-perpendicular
direction, and you want the front-most waves to obscure the more
distant waves ;-)
I had a look anyways - not a half bad image!
Andrew.
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"Andrew Coppin" <orp### [at] btinternet com> wrote in message
news:3d931217@news.povray.org...
> > b) you are showing the water surface where it touches another
> > object, and you therefore want a genuinely perturbed surface.
>
> or c) you want to view the "waves" from a near-perpendicular
> direction, and you want the front-most waves to obscure the more
> distant waves ;-)
Heh - okay, c). (well, it's a sort of varient of my b), but whatthehell).
> I had a look anyways - not a half bad image!
>
Ta - from what I gather about your problem, the most likely reason, as other's
have suggested, is that your media-area is too large.
> Andrew.
>
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> r5YitMX66AbQhPIVUjCJtmeh
> =1l83
> -----END PGP SIGNATURE-----
>
>
>
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On Thu, 26 Sep 2002 14:56:36 +0100, "Andrew Coppin"
<orp### [at] btinternet com> wrote:
>or c) you want to view the "waves" from a near-perpendicular
>direction, and you want the front-most waves to obscure the more
>distant waves ;-)
Use a function-based height field intersected with a box, it might
work for you. You can get a major speed increase.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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Height field? Yes... that should be *much* faster just for this...
Andrew.
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In article <3d92fd1f$1@news.povray.org>,
"Tom Melly" <tom### [at] tomandlu co uk> wrote:
> BTW do you really need an iso for your water? Photons work fine with a normal.
Since his problem seems to be too many photons, this won't make a
difference. And a truely perturbed surface will give more accurate
results, and with large waves will look much better. A normal is only
useful for small ripples and disturbed water, not for large waves which
cover up further waves. A height field might do better for speed, if the
triangle artifacts aren't too bad, but it wouldn't help his memory use
at all.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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"Christopher James Huff" <chr### [at] mac com> wrote in message
news:chr### [at] netplex aussie org...
>
> Since his problem seems to be too many photons, this won't make a
> difference. And a truely perturbed surface will give more accurate
Well, I was thinking more of render-time. Of course there are many situations
where a normal is not enough.
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> Well, I was thinking more of render-time. Of course there are many situations
> where a normal is not enough.
Well, if it doesn't slow down renders without photons too much, it
shouldn't slow down renders with them. It would make the collecting
stage slower, though.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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"Christopher James Huff" <chr### [at] mac com> wrote in message
news:chr### [at] netplex aussie org...
>
> Well, if it doesn't slow down renders without photons too much, it
> shouldn't slow down renders with them. It would make the collecting
> stage slower, though.
>
True - but are there any circs when an iso didn't slow down rendering? Also, and
IMHO, if the render doesn't slow to a crawl when combining isos, media and
reflectivity then you're doing something wrong....
All I was really trying to say was that, if you're just trying to influence the
paths of photons, then a normal may be all you need (I should own up that until
the other day I didn't know that normals would influence photons, and therefore
used an iso quite unnecesserily).
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I wonder if this problem is similar to one I'm having with a scene involving
lasers reflectiong of mirrors around a room.
Media photons are used to make the reflected beam visible, but the most
distant beams don't appear. Could this problem be caused by the same thing
as Andrew's problem?
Rohan _e_ii
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