POV-Ray : Newsgroups : povray.binaries.images : Guess what? Photons ! (86k+ jpg) Server Time
4 Oct 2024 17:16:09 EDT (-0400)
  Guess what? Photons ! (86k+ jpg) (Message 1 to 3 of 3)  
From: Spider
Subject: Guess what? Photons ! (86k+ jpg)
Date: 15 Mar 1999 22:49:46
Message: <36EDD31C.E260FC00@bahnhof.se>
I decided to try the old Spotlight/light-reflection thing.. that wich isn't
possible in raytracing, you know. 

well, this is a simple scene. five lights, spotlights, pointing at five
reflective differenced spheres, pointing down at the floor. and at the floor,
five differenced Cylinders reflecting the light... I liked the effect.

differenced sphere ascii:

  /
/
|        \
|        *|
\        / 
  \
 
* = lightsource

or something like that.

Well, I set the photon setting ridiculusly high on this, so I'd get enough
photons on the third/fourth reflection..

Some stats:
parse (photons) 0h 04m 40s
trace	 	1h 47m 33s

11 606 136 b of memory
photons shot :  2456982
photons stored : 221959

-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


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From: Nathan Kopp
Subject: Re: Guess what? Photons ! (86k+ jpg)
Date: 15 Mar 1999 23:52:00
Message: <36EDE327.FCE27F32@Kopp.com>
This pic has some really pretty colors!  Where do they come from? (floor?
lights?)

technical suggestion: double (at least) your gather radius.  Unfortunately,
  this will hurt the render time (hopefully not too much), but it will
  smooth out the light from the spotlights.

Also, it wouldn't hurt to use more photons.  When photons are responsible
for all of the light in a scene, you really need a lot of them (depends
on image resolution) for the lighting to not look splotchy or overly-
blurred.  Memory consumption is a bit high currently with the patch.
One of my next projects is to rearrange some stuff in it to try to use
less memory per photon... but I think that if you have at least 32 mb,
you can probably at least double the number of photons you have without
any problems.

Also, this scene currently has a bad photons shot / photons stored ratio
(only about 1/10 of the photons shot are used).  Are you using
"autostop 0"?  If not, try adding that and see if it decreases the
preprocessing time.

Also, there are some weird artifacts in there that shouldn't bee there.
For now you can use only one search radius instead of the suggested two,
but could you send me your source so I can try to fix the problem.  (The
problem is with my patch, not with your code.)

-Nathan


Spider wrote:
> 
> I decided to try the old Spotlight/light-reflection thing.. that wich isn't
> possible in raytracing, you know.
> 
> well, this is a simple scene. five lights, spotlights, pointing at five
> reflective differenced spheres, pointing down at the floor. and at the floor,
> five differenced Cylinders reflecting the light... I liked the effect.
> 
> differenced sphere ascii:
> 
>   /
> /
> |        \
> |        *|
> \        /
>   \
> 
> * = lightsource
> 
> or something like that.
> 
> Well, I set the photon setting ridiculusly high on this, so I'd get enough
> photons on the third/fourth reflection..
> 
> Some stats:
> parse (photons) 0h 04m 40s
> trace           1h 47m 33s
> 
> 11 606 136 b of memory
> photons shot :  2456982
> photons stored : 221959
> 
> --
> //Spider
>         [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
> What I can do and what I could do, I just don't know anymore
>                 "Marian"
>         By: "Sisters Of Mercy"
> 
>   -------------------------------------------------------------------------------
>  [Image]


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From: Spider
Subject: Re: Guess what? Photons ! (86k+ jpg)
Date: 16 Mar 1999 11:56:26
Message: <36EE60F0.662D44E7@bahnhof.se>
Nathan Kopp wrote:
> 
> This pic has some really pretty colors!  Where do they come from? (floor?
> lights?)
Not the floor, that is a simple black And white thing( a bozo of a checker and a
spiral), but the mirrors. They have a colour = reflection, and are all in the
"base" colours. (rgb 1,0,0) and so.

 
> technical suggestion: double (at least) your gather radius.
Oki, I will.

  Unfortunately,
>   this will hurt the render time (hopefully not too much), but it will
>   smooth out the light from the spotlights.
Ahh, but I kinda liked this focused, I'll give it a try and see what it looks
like.
 
> Also, it wouldn't hurt to use more photons.  
Lessen the density?

>When photons are responsible
> for all of the light in a scene, you really need a lot of them (depends
> on image resolution) for the lighting to not look splotchy or overly-
> blurred.  Memory consumption is a bit high currently with the patch.
> One of my next projects is to rearrange some stuff in it to try to use
> less memory per photon... but I think that if you have at least 32 mb,
> you can probably at least double the number of photons you have without
> any problems.
Well, If I get the dos code I can probably use all of my memory. I have win95,
and It can only use 64mb of my 96...

> Also, this scene currently has a bad photons shot / photons stored ratio
> (only about 1/10 of the photons shot are used).  Are you using
> "autostop 0"?
oops, I think auto-stop is something... High. (like 320)

>  If not, try adding that and see if it decreases the
> preprocessing time.
I'll try.

 
> Also, there are some weird artifacts in there that shouldn't bee there.
Hmm, wich are you pointing at ?


> For now you can use only one search radius instead of the suggested two,
> but could you send me your source so I can try to fix the problem.  (The
> problem is with my patch, not with your code.)
ok, I'll send the code :-)


-- 
//Spider
        [ spi### [at] bahnhofse ]-[ http://www.bahnhof.se/~spider/ ]
What I can do and what I could do, I just don't know anymore
                "Marian"
        By: "Sisters Of Mercy"


Post a reply to this message

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