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This image took over 55 hours on a 166 pentium (with 64 meg mem)
using pov for windows 3.1E and a render priority of "highest". Nothing
else running concurrently. (no background processes of ANY KIND)
Radiosity settings were at the highest quality. (according to the
radios.inc include file)
Trying to create this image was a nightmare from the start. Quite a
few of the objects in the scene were from 3rd party sources, and I had
a hell of a time scaling/translating them as a result.
I was trying for MEGA realism but as you can see below, I failed
miserably. I just could NOT make the damn thing look REAL! There were
supposed to be an actual set of open doors in the back wall leading to
the outside. But I got so digusted
with this picture I simply gave up by the time I got around to trying to
create them.
With the exception of the pillars and the desk, (and the obvious glass
objects) everything you see here is a product of image maps used for
textures. Without them, it wouldn't have even looked as real as it
does.
Anyways, enough rambling, Please let me know what you think of this.
What you would change, etc. Maybe I'll work on this some more down the
road sometime.
----------------------------------------------------------------------------
Pixels: 312640 Samples: 781952 Smpls/Pxl: 2.50
Rays: 22231340 Saved: 6623 Max Level: 8/8
----------------------------------------------------------------------------
Ray->Shape Intersection Tests Succeeded Percentage
----------------------------------------------------------------------------
Box 314511423 104826168 33.33
Cone/Cylinder 165374433 28754828 17.39
CSG Intersection 4139925844 24599418 0.59
CSG Merge 49710803 24477307 49.24
CSG Union 29965953 10157572 33.90
Height Field 83102206 50684302 60.99
Height Field Box 83102206 83102205 100.00
Height Field Triangle 256728217 50932168 19.84
Height Field Block 246779047 125384425 50.81
Height Field Cell 1904852430 155420269 8.16
Plane 32591814895 18825854942 57.76
Prism 2750596 927879 33.73
Prism Bound 12710107 8865686 69.75
Quartic/Poly 589877000 6365363 1.08
Sphere 5482155 2778557 50.68
Torus 20817165 6627363 31.84
Torus Bound 20817165 7377714 35.44
True Type Font 1784419 520124 29.15
Bounding Box 5279555424 2637925898 49.96
Light Buffer 38495272 17899582 46.50
Vista Buffer 93000566 82257263 88.45
----------------------------------------------------------------------------
Roots tested: 599306367 eliminated: 3828796
Calls to Noise: 2342534 Calls to DNoise: 56984996
----------------------------------------------------------------------------
Shadow Ray Tests: 102898401 Succeeded: 39544033
Reflected Rays: 167004 Total Internal: 25976
Post a reply to this message
Attachments:
Download 'johnny's solitude.jpg' (234 KB)
Preview of image 'johnny's solitude.jpg'
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Well guess you may as well forget about trying to randomize those books
in the bookcases.
That chandelier is upside-down isn't it? Or at least looks it to me.
I like the desk texture. Not so sure what "realism" you were after,
could it be needing fade_distance in lights and objects? Maybe area
lights too. Forget I said that... 55 hours to render eh? I don't see
why, your pentium 166 (same ram amount I have too) should have been
faster than that.
There appears to be one burnt out bulb in that chandelier. Could be a
sign that somethings wrong in there.
Johnny Smith wrote:
>
> This image took over 55 hours on a 166 pentium (with 64 meg mem)
> using pov for windows 3.1E and a render priority of "highest". Nothing
> else running concurrently. (no background processes of ANY KIND)
> Radiosity settings were at the highest quality. (according to the
> radios.inc include file)
>
> Trying to create this image was a nightmare from the start. Quite a
> few of the objects in the scene were from 3rd party sources, and I had
> a hell of a time scaling/translating them as a result.
> I was trying for MEGA realism but as you can see below, I failed
> miserably. I just could NOT make the damn thing look REAL! There were
> supposed to be an actual set of open doors in the back wall leading to
> the outside. But I got so digusted
> with this picture I simply gave up by the time I got around to trying to
> create them.
> With the exception of the pillars and the desk, (and the obvious glass
> objects) everything you see here is a product of image maps used for
> textures. Without them, it wouldn't have even looked as real as it
> does.
> Anyways, enough rambling, Please let me know what you think of this.
> What you would change, etc. Maybe I'll work on this some more down the
> road sometime.
>
> ----------------------------------------------------------------------------
>
> Pixels: 312640 Samples: 781952 Smpls/Pxl: 2.50
> Rays: 22231340 Saved: 6623 Max Level: 8/8
> ----------------------------------------------------------------------------
>
> Ray->Shape Intersection Tests Succeeded Percentage
> ----------------------------------------------------------------------------
>
> Box 314511423 104826168 33.33
> Cone/Cylinder 165374433 28754828 17.39
> CSG Intersection 4139925844 24599418 0.59
> CSG Merge 49710803 24477307 49.24
> CSG Union 29965953 10157572 33.90
> Height Field 83102206 50684302 60.99
> Height Field Box 83102206 83102205 100.00
> Height Field Triangle 256728217 50932168 19.84
> Height Field Block 246779047 125384425 50.81
> Height Field Cell 1904852430 155420269 8.16
> Plane 32591814895 18825854942 57.76
> Prism 2750596 927879 33.73
> Prism Bound 12710107 8865686 69.75
> Quartic/Poly 589877000 6365363 1.08
> Sphere 5482155 2778557 50.68
> Torus 20817165 6627363 31.84
> Torus Bound 20817165 7377714 35.44
> True Type Font 1784419 520124 29.15
> Bounding Box 5279555424 2637925898 49.96
> Light Buffer 38495272 17899582 46.50
> Vista Buffer 93000566 82257263 88.45
> ----------------------------------------------------------------------------
>
> Roots tested: 599306367 eliminated: 3828796
> Calls to Noise: 2342534 Calls to DNoise: 56984996
> ----------------------------------------------------------------------------
>
> Shadow Ray Tests: 102898401 Succeeded: 39544033
> Reflected Rays: 167004 Total Internal: 25976
>
> ------------------------------------------------------------------------
> [Image]
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto:inv### [at] aolcom?Subject=PoV-News
Post a reply to this message
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Bob Hughes wrote:
> Well guess you may as well forget about trying to randomize those books
> in the bookcases.
Definitely. They were made from a "drop-in" inc file I got from a web
page.
> That chandelier is upside-down isn't it? Or at least looks it to me.
Don't know. I thought it was supposed to look that way.
Not sure.... looks terrible regardless.
> I like the desk texture.
Yeah, the wood on the desk I was happy with. VERY happy with to be truthful.
> Not so sure what "realism" you were after,
> could it be needing fade_distance in lights and objects? Maybe area
> lights too.
Well, the "realism" I was wanting.... something that did NOT appear to
be almost cartoonish.
I wanted PHOTO Realism. I failed to achieve that. I mean, not to toot my own
horn. The picture I
made aint too SHABBY if I say so myself. But it wasn't what I wanted. I have
seen traced images
that made me look twice cause I really wasn't sure it WASN'T a photo. Know what I
mean?
THAT is what I find impressive.
There IS one area light to the scene. And that is emminating from the desk lamp.
I initially tried using a SPOTLIGHT area light. But it always ended up looking
wrong.
No explanation, just WRONG. I couldn't get the falloff right. And I was trying
to achieve
a tight spotlight around the base of the lamp, then beyond that in 360 degrees,
a slow falloff.
I ended up doing something (I thought) ingenious. I placed a point light inside
the lampshade.
Made the lampshade glass with almost complete transparency. (almost) Made the
glass a slight orange-ish
color, and then made the light into an area light. I ended up with almost
EXACTLY what I was after.
I tight spotlight coming through the base of the lampshade, and the light that
actually went through the lampshade, was smoothed by the glass, and changed
color slightly. The arealight smoothed out the transition as well. PERFECT!
> Forget I said that... 55 hours to render eh? I don't see
> why, your pentium 166 (same ram amount I have too) should have been
> faster than that.
There was several reasons for this. One, the bookcases alone were more
than 20,000 objects. (each book was a separate object) Then each book, also had
it's own title using true type fonts.
Next, like I said above, I used an area light for the desk lamp. There is a
normal point light at the ceiling, then there is also a light outside the room as
well. Radiosity settings were cranked up. And I mean CRANKED!
Also, almost everything you see is an image map... and that didn't help at ALL!
The chandeleir is highly reflective.
I don't know... it's just SLOW!
>
> There appears to be one burnt out bulb in that chandelier. Could be a
> sign that somethings wrong in there.
That wouldn't make a difference.... Due to the fact that I didn't want to
experience several birthdays waiting for the render, there is just a single light
source near the chandeleir. Rather than making each bulb it's OWN light source.
Thanks for the
comments.......
Johnny
Post a reply to this message
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Over all I like the image. However in my opinion image maps are not the way to
go to get realism. The problem with them is that you either have to make a
REALLY high resolution image maps or you have to repeat the image map and when
you do this your eye picks up on these repetitions, even if only subcontiously.
If you use a lot of them your image can start to look like a Quake/Doom/Duke3D
level. I would have used standard textures and just tweaked them a lot until
they looked super real. The extra processing time could have been because of the
image maps, though I'm not expert on this. Anyone else agree with me about the
image maps making the scene look like a Quake level? Another thing is if you are
looking for hyper realism as you said you were then you need to round out some
of these objects. You won't find many books which are mathematically perfect
rectangles.
Ps: I like the glass texture on column of the lamp post.
Johnny Smith wrote:
> This image took over 55 hours on a 166 pentium (with 64 meg mem)
> using pov for windows 3.1E and a render priority of "highest". Nothing
> else running concurrently. (no background processes of ANY KIND)
> Radiosity settings were at the highest quality. (according to the
> radios.inc include file)
>
> Trying to create this image was a nightmare from the start. Quite a
> few of the objects in the scene were from 3rd party sources, and I had
> a hell of a time scaling/translating them as a result.
> I was trying for MEGA realism but as you can see below, I failed
> miserably. I just could NOT make the damn thing look REAL! There were
> supposed to be an actual set of open doors in the back wall leading to
> the outside. But I got so digusted
> with this picture I simply gave up by the time I got around to trying to
> create them.
> With the exception of the pillars and the desk, (and the obvious glass
> objects) everything you see here is a product of image maps used for
> textures. Without them, it wouldn't have even looked as real as it
> does.
> Anyways, enough rambling, Please let me know what you think of this.
> What you would change, etc. Maybe I'll work on this some more down the
> road sometime.
>
> ----------------------------------------------------------------------------
>
> Pixels: 312640 Samples: 781952 Smpls/Pxl: 2.50
> Rays: 22231340 Saved: 6623 Max Level: 8/8
> ----------------------------------------------------------------------------
>
> Ray->Shape Intersection Tests Succeeded Percentage
> ----------------------------------------------------------------------------
>
> Box 314511423 104826168 33.33
> Cone/Cylinder 165374433 28754828 17.39
> CSG Intersection 4139925844 24599418 0.59
> CSG Merge 49710803 24477307 49.24
> CSG Union 29965953 10157572 33.90
> Height Field 83102206 50684302 60.99
> Height Field Box 83102206 83102205 100.00
> Height Field Triangle 256728217 50932168 19.84
> Height Field Block 246779047 125384425 50.81
> Height Field Cell 1904852430 155420269 8.16
> Plane 32591814895 18825854942 57.76
> Prism 2750596 927879 33.73
> Prism Bound 12710107 8865686 69.75
> Quartic/Poly 589877000 6365363 1.08
> Sphere 5482155 2778557 50.68
> Torus 20817165 6627363 31.84
> Torus Bound 20817165 7377714 35.44
> True Type Font 1784419 520124 29.15
> Bounding Box 5279555424 2637925898 49.96
> Light Buffer 38495272 17899582 46.50
> Vista Buffer 93000566 82257263 88.45
> ----------------------------------------------------------------------------
>
> Roots tested: 599306367 eliminated: 3828796
> Calls to Noise: 2342534 Calls to DNoise: 56984996
> ----------------------------------------------------------------------------
>
> Shadow Ray Tests: 102898401 Succeeded: 39544033
> Reflected Rays: 167004 Total Internal: 25976
>
> ------------------------------------------------------------------------
> [Image]
Post a reply to this message
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Yep, that's true, too many maps spoil a scene and make it look like a Quake
level... I actually use quite a lot of image maps though, with quite a lot
of success... The real secret to using maps is to make them VERY
high-resolution, even if the image you're rendering is small. The main
reasons for this are reflection and refraction... which can really amplify a
surface's size... For example, a crystal ball on a wooden desk is REALLY
going to amplify the surface. When you sit a glass object next to
something, if the glass is good the chances are that you won't get much
blurring in the refraction... So, if you've got an image map that you know
is going to be refracted or reflected, the best thing to do is make it very
high-res. The last image I did, which was for an animation had only 4 maps
in it, but the maps were a total of 60 Mb. The reason that they were this
big (OK, not BIG, but big enough to take a chunk out of my physical
memory...) was because the images had to have alpha channels (full level
channels too), and also because they had to be high-resolution. Of course
the maps were actually of Australian Currancy (shhhh... don't tell anyone
;-) he he he
The final rendering size was 720x576 (PAL) and also stills were done at
1024x768. They came out very nicely and also photo-realistic, something
which I've never been able to acheive before...
The surfaces I find the hardest to model are metals... All I can say is
that I can't wait until I upgrade... Anistropic shaders here I come! he he
he
But back to the subject, if you're going to use image maps, make sure
they're high-res, because if they aren't they won't look real...
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
Post a reply to this message
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If you use 'interpolate 2', then POV will not allow an image map to become pixellated,
so
your argument becomes redundant where POV is concerned. I think.
----------------------
Andy
------------------------------------------------------------------------------------------
-
--The Home Of Lunaland--
--visit my POV-Ray gallery--
--listen to my music--
www.acocker.freeserve.co.uk
Lance Birch <lan### [at] usanet> wrote in message news:3710ad8e.0@news.povray.org...
> Yep, that's true, too many maps spoil a scene and make it look like a Quake
> level... I actually use quite a lot of image maps though, with quite a lot
> of success... The real secret to using maps is to make them VERY
> high-resolution, even if the image you're rendering is small. The main
> reasons for this are reflection and refraction... which can really amplify a
> surface's size... For example, a crystal ball on a wooden desk is REALLY
> going to amplify the surface. When you sit a glass object next to
> something, if the glass is good the chances are that you won't get much
> blurring in the refraction... So, if you've got an image map that you know
> is going to be refracted or reflected, the best thing to do is make it very
> high-res. The last image I did, which was for an animation had only 4 maps
> in it, but the maps were a total of 60 Mb. The reason that they were this
> big (OK, not BIG, but big enough to take a chunk out of my physical
> memory...) was because the images had to have alpha channels (full level
> channels too), and also because they had to be high-resolution. Of course
> the maps were actually of Australian Currancy (shhhh... don't tell anyone
> ;-) he he he
>
> The final rendering size was 720x576 (PAL) and also stills were done at
> 1024x768. They came out very nicely and also photo-realistic, something
> which I've never been able to acheive before...
>
> The surfaces I find the hardest to model are metals... All I can say is
> that I can't wait until I upgrade... Anistropic shaders here I come! he he
> he
>
> But back to the subject, if you're going to use image maps, make sure
> they're high-res, because if they aren't they won't look real...
>
> --
> Lance.
>
>
> ---
> For the latest 3D Studio MAX plug-ins, images and much more, go to:
> The Zone - http://come.to/the.zone
>
>
Post a reply to this message
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Andrew Cocker wrote:
> If you use 'interpolate 2', then POV will not allow an image map to become
pixellated, so
> your argument becomes redundant where POV is concerned. I think.
Actually, all that does is to cover up and mask/hide seems when pov has
to tile
the texture.
And besides, povray doc's specifically say that it will NOT "fix" your bitmap.
Post a reply to this message
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But it doesn't ADD detail... So it's NOT realistic at all!
--
Lance.
---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone
For a totally different experience, visit my Chroma Key Website:
Colorblind - http://www.fortunecity.com/skyscraper/parallax/359/colorblind
Post a reply to this message
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Height_fields, only way to go! :)
GrimDude
vos### [at] arkansasnet
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