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This is my first test image using photon mapping.
Some info about the image:
Scene contains 7 frame level objects; 2 infinite.
----------------------------------------------------------------------------
Pixels: 480800 Samples: 1238736 Smpls/Pxl: 2.58
Rays: 38483511 Saved: 12109620 Max Level: 10/10
----------------------------------------------------------------------------
Ray->Shape Intersection Tests Succeeded Percentage
----------------------------------------------------------------------------
Lathe 31719716 21220600 66.90
Lathe Bound 31719716 31009132 97.76
----------------------------------------------------------------------------
Number of photons shot: 391696
Number of photons stored: 713572
Priority queue insert: 2887327082
Priority queue remove: 1215884048
----------------------------------------------------------------------------
Smallest Alloc: 28 bytes Largest: 4096024
Peak memory used: 33023282 bytes
----------------------------------------------------------------------------
Time For Parse: 0 hours 3 minutes 56.0 seconds (236 seconds)
Time For Trace: 6 hours 21 minutes 48.0 seconds (22908 seconds)
Total Time: 6 hours 25 minutes 44.0 seconds (23144 seconds)
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Attachments:
Download 'photontest.jpg' (105 KB)
Preview of image 'photontest.jpg'
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This is a really nice image, but there are some problems, particularly
with the liquid in the brandy glass. There others on this NG who have
much more liquid experience than myself, so I'll leave it to them to
explain.
Would like to see your next version when it comes, (You do say that this
was just a test).
Steve
Nieminen Mika wrote:
>
> This is my first test image using photon mapping.
> Some info about the image:
>
> Scene contains 7 frame level objects; 2 infinite.
>
> ----------------------------------------------------------------------------
> Pixels: 480800 Samples: 1238736 Smpls/Pxl: 2.58
> Rays: 38483511 Saved: 12109620 Max Level: 10/10
> ----------------------------------------------------------------------------
> Ray->Shape Intersection Tests Succeeded Percentage
> ----------------------------------------------------------------------------
> Lathe 31719716 21220600 66.90
> Lathe Bound 31719716 31009132 97.76
> ----------------------------------------------------------------------------
> Number of photons shot: 391696
> Number of photons stored: 713572
> Priority queue insert: 2887327082
> Priority queue remove: 1215884048
> ----------------------------------------------------------------------------
> Smallest Alloc: 28 bytes Largest: 4096024
> Peak memory used: 33023282 bytes
> ----------------------------------------------------------------------------
> Time For Parse: 0 hours 3 minutes 56.0 seconds (236 seconds)
> Time For Trace: 6 hours 21 minutes 48.0 seconds (22908 seconds)
> Total Time: 6 hours 25 minutes 44.0 seconds (23144 seconds)
>
> [Image]
>
> --
> main(i,_){for(_?--i,main(i,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"+AFw-n")),_/=2);} /*- Warp -*/
Post a reply to this message
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Nice one.
Do you want comments ?
The table needs some work, the liquid in the glass doesn't let the light go
through enough and I think you should decrease the ambient and/or diffuse value
of the glasses.
One last thing, you should put the light much farther away (these are only
suggestions).
One question : What kind of machine do you have for it to take 6 hours to
render. I just don't know if this Nathan Kopp's compilation is fast or not as I
have not downloaded it (yet)
> This is my first test image using photon mapping.
> Some info about the image:
>
> Scene contains 7 frame level objects; 2 infinite.
>
> ----------------------------------------------------------------------------
> Pixels: 480800 Samples: 1238736 Smpls/Pxl: 2.58
> Rays: 38483511 Saved: 12109620 Max Level: 10/10
> ----------------------------------------------------------------------------
> Ray->Shape Intersection Tests Succeeded Percentage
> ----------------------------------------------------------------------------
> Lathe 31719716 21220600 66.90
> Lathe Bound 31719716 31009132 97.76
> ----------------------------------------------------------------------------
> Number of photons shot: 391696
> Number of photons stored: 713572
> Priority queue insert: 2887327082
> Priority queue remove: 1215884048
> ----------------------------------------------------------------------------
> Smallest Alloc: 28 bytes Largest: 4096024
> Peak memory used: 33023282 bytes
> ----------------------------------------------------------------------------
> Time For Parse: 0 hours 3 minutes 56.0 seconds (236 seconds)
> Time For Trace: 6 hours 21 minutes 48.0 seconds (22908 seconds)
> Total Time: 6 hours 25 minutes 44.0 seconds (23144 seconds)
>
> [Image]
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
Post a reply to this message
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Nieminen Mika heeft geschreven in bericht <36f8ab60.0@news.povray.org>...
> This is my first test image using photon mapping.
>.........
>Number of photons shot: 391696
>Number of photons stored: 713572
>Priority queue insert: 2887327082
>Priority queue remove: 1215884048
>---------------------------------------------------------------------------
-
>Smallest Alloc: 28 bytes Largest: 4096024
>Peak memory used: 33023282 bytes
>---------------------------------------------------------------------------
-
>Time For Parse: 0 hours 3 minutes 56.0 seconds (236 seconds)
>Time For Trace: 6 hours 21 minutes 48.0 seconds (22908 seconds)
> Total Time: 6 hours 25 minutes 44.0 seconds (23144 seconds)
I think your rendertime can be reduced. The priority queue remove value is
very high, if I understood Nathan well, these are photons (or caustics) that
are calculated but not used. This increases parsetime and rendertime.
When I set up a one light, one object scene, in global_settings I set the
photons radius to an angle of say 0.05. Then in the object I set the density
to 0.1, followed by a test render. If queue remove value is high I make the
density value bigger. If the remove value is not shown I reduce the density
value. Make the remove value as low as possible.
To improve the quality (sharpness) of the caustics, devide the radius and
density values by two. Then tweak again. The parse time and memory use will
go up, the rendertime will stay the same (almost)
Continue these steps until you are satisfied, run out of memory or until
UVPOV gives up (caustics are gone).
If you change the lightposition or the camera position much, you can start
tweaking again. Also when you change the thickness of the glass.
ingo
--
Met dank aan de muze met het glazen oog.
Post a reply to this message
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You seem to have the same problem with the liquid as I did. You should scale
it to extend a bit _into_ the glass. Why, I don't know - but it looks quite
different and more correct. The caustics look quite different, too.
Also, may I suggest you make your wine glass a bit thinner... This is a
matter of taste, of course.
Margus
Post a reply to this message
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Margus Ramst heeft geschreven in bericht <36f96a5a.0@news.povray.org>...
>You seem to have the same problem with the liquid as I did. You should
scale
>it to extend a bit _into_ the glass. Why, I don't know - but it looks quite
>different and more correct. The caustics look quite different, too.
>Also, may I suggest you make your wine glass a bit thinner... This is a
>matter of taste, of course.
>
>Margus
>
>
and / or use a (much?) higher max_trace_level
ingo
--
Met dank aan de muze met het glazen oog.
Post a reply to this message
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Margus Ramst heeft geschreven in bericht <36f96a5a.0@news.povray.org>...
>You seem to have the same problem with the liquid as I did. You should
scale
>it to extend a bit _into_ the glass. Why, I don't know - but it looks quite
>different and more correct. The caustics look quite different, too.
>Also, may I suggest you make your wine glass a bit thinner... This is a
>matter of taste, of course.
>
>Margus
>
>
The amount by witch the liquid and the glass intersect also matters. In the
pictures the glass has a inside radius of 0.98. The liquid has a radius of
(top down) 0.98001; 0.980001; 0.9800001; 0.98000001. Also note the change of
color of the liquid.
ingo
--
Met dank aan de muze met het glazen oog.
Post a reply to this message
Attachments:
Download 'liquid.jpg' (11 KB)
Preview of image 'liquid.jpg'
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Anyone know which here is the most realistic? I'd guess the last one...
-Nathan
ingo wrote:
>
> Margus Ramst heeft geschreven in bericht <36f96a5a.0@news.povray.org>...
>
> The amount by witch the liquid and the glass intersect also matters. In the
> pictures the glass has a inside radius of 0.98. The liquid has a radius of
> (top down) 0.98001; 0.980001; 0.9800001; 0.98000001. Also note the change of
> color of the liquid.
>
> ingo
> --
> Met dank aan de muze met het glazen oog.
>
> [Image]
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Nathan Kopp wrote in message <36FFE7B6.738F2B9C@Kopp.com>...
>Anyone know which here is the most realistic? I'd guess the last one...
>
>-Nathan
>
Hrm....
Uh-huh, uh-huh...
GrimDude
vos### [at] arkansasnet
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