POV-Ray : Newsgroups : povray.binaries.images : Normal photons Server Time
4 Oct 2024 13:11:45 EDT (-0400)
  Normal photons (Message 1 to 4 of 4)  
From: Noam Lewis
Subject: Normal photons
Date: 30 Mar 1999 12:22:42
Message: <3700FA45.4F090338@netvision.net.il>
Just a play of words...

This is what texture normal can do with photon.
What are those cricles?

Oh, and a little question: did you (nathan) send in your patch to be
included in the next OFFICIAL version of POV? It would be great...


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From: Ken
Subject: Re: Normal photons
Date: 30 Mar 1999 15:10:49
Message: <37012EB7.207EE148@pacbell.net>
Noam Lewis wrote:
> 
> Just a play of words...
> 
> This is what texture normal can do with photon.
> What are those cricles?

 Wierd looking effect. If I had to guess the circles and the
dark area are cuased by having your max_trace_level set too
low or not set at all. When you start roughing up a glass surface
it really starts adding to the internal reflections and if the
trace level is not hight enough the blackout occurs.

 
> Oh, and a little question: did you (nathan) send in your patch to be
> included in the next OFFICIAL version of POV? It would be great...

  I think Nathan still has this version listed as a beta version. This
means that he is still in the development stage and will probably
need at least on more public release before he could consider offering
it as usable, bug free, code to the pov team.

  If this patch and the majority of the superpatch abilities make it
into Pov v3.5 is will be a huge update. I can't imagine what they
could add to the program in v4.0 that would be as large a show stopper
as this would be. But then again I love surprises.

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Bob Hughes
Subject: Re: Normal photons
Date: 30 Mar 1999 23:55:15
Message: <3701AA9A.DDEF83A9@aol.com>
Not sure what "circles" you are talking about, my question would be what
is the lit up base of the ring doing there, and in shadow too?
Looks good besides. I don't know what you mean about circles, unless
your talking about the focused reflection caustic effect.


Noam Lewis wrote:
> 
> Just a play of words...
> 
> This is what texture normal can do with photon.
> What are those cricles?
> 
> Oh, and a little question: did you (nathan) send in your patch to be
> included in the next OFFICIAL version of POV? It would be great...
> 
>   ------------------------------------------------------------------------
>  [Image]

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto:inv### [at] aolcom?Subject=PoV-News


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From: Nathan Kopp
Subject: Re: Normal photons
Date: 31 Mar 1999 00:22:42
Message: <3701B087.9E29E425@Kopp.com>
Noam Lewis wrote:
> 
> Just a play of words...
> 
> This is what texture normal can do with photon.
> What are those cricles?

That comes from using too few photons.  With this scene, you should end up with
at least 20,000 photons.

The bright glowing effect at the bottom of the ring comes from using too big of
a gather radius.  Photons on the inner surface of the ring are being gathered
on the outside (photon gathering happens independant of any scene geometry). 
Try turning on 'ignore_photons' for the ring, but you'll still need a higher
density of photons and a smaller gather size.

> Oh, and a little question: did you (nathan) send in your patch to be
> included in the next OFFICIAL version of POV? It would be great...

There's still quite a bit of work to do on this (debugging, adding features,
changing keywords, etc) so it might not get put into 3.5.  Also, the POV-Team
wants to be somewhat conservative about adding features like this, so they
don't have to make huge changes like the halo-media switch.  I have been in
contact with the POV-Team about it, though.

-Nathan


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