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From: Nieminen Juha
Subject: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 04:15:32
Message: <38be3132@news.povray.org>
The classic got new clothes.
  I thought that since we have got lots of new cool features, why not try
them on the classic image? The image uses the following features:

  - Blinn highlights
  - Variable reflection
  - Blurred reflection
  - Photon mapping (unfortunately almost invisible)
  - Radiosity (gives the overall orange tint to the image)
  - Soft-glow

    Total Time:    2 hours 43 minutes  12.0 seconds (9792 seconds)

  Perhaps it could be used as example scene in pov 3.5?


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From: Tom Melly
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 04:26:57
Message: <38be33e1$1@news.povray.org>
Nieminen Juha <war### [at] sarakerttunencstutfi> wrote in message
news:38be3132@news.povray.org...
>   The classic got new clothes.

Very nice - I've often thought that "Reflecting Spheres on Chequered
Background" would make an amusing and enlightening IRTC subject.


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From: Ken
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 04:36:28
Message: <38BE34EF.73D80CD8@pacbell.net>
Nieminen Juha wrote:

>   Perhaps it could be used as example scene in pov 3.5?

What's with the strange shadow lines ?

*see attached image for reference.

-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Nieminen Juha
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 05:29:21
Message: <38be4281@news.povray.org>
Ken <tyl### [at] pacbellnet> wrote:
: What's with the strange shadow lines ?

  Yes, it looks like the half of the gap that is closer to the camera (ie. the
normal points away from the camera) should be brighter than the other one
(normal pointing towards the camera), but they look equal in brightness.
  The main light source is rotated just 20 degrees from the z-axis so it's
not that much facing the above mentioned gap half. Perhaps that is the
reason. Or perhaps there's still some strange normal bug?
  Or perhaps you are talking about the white lines in the gap? I'm not
completely sure where does them come. Perhaps they are reflections from
the sphere and/or highlights. Or perhaps another normal bug?

  I can post the source code if someone wants to investigate.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ken
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 05:32:49
Message: <38BE421F.B19050E1@pacbell.net>
Nieminen Juha wrote:
> 
> Ken <tyl### [at] pacbellnet> wrote:
> : What's with the strange shadow lines ?
> 
>   Yes, it looks like the half of the gap that is closer to the camera (ie. the
> normal points away from the camera) should be brighter than the other one
> (normal pointing towards the camera), but they look equal in brightness.
>   The main light source is rotated just 20 degrees from the z-axis so it's
> not that much facing the above mentioned gap half. Perhaps that is the
> reason. Or perhaps there's still some strange normal bug?
>   Or perhaps you are talking about the white lines in the gap? I'm not
> completely sure where does them come. Perhaps they are reflections from
> the sphere and/or highlights. Or perhaps another normal bug?
> 

I was thinking it might be a side effect of using the variable and/or
blurred reflection parameters.

I do know that if I rendered this as one of the example scenes that
come with the program I might be tempted to ask if it is a bug.

-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Simen Kvaal
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 08:27:59
Message: <38be6c5f$1@news.povray.org>
>  I can post the source code if someone wants to investigate.


Please do! The image is just lovely, and I have so much trouble with the
blurred reflection thing (can't make it fast enough and good enough results
compared to the rendering time ... this one seemed moderate in rendering
time, you see?)

Simen.


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From: ingo
Subject: Re: My version of the reflecting sphere on checkered plane
Date: 2 Mar 2000 08:54:16
Message: <8EEB9BC33seed7@204.213.191.228>
Nieminen Juha wrote:

>- Photon mapping (unfortunately almost invisible)
>

I struggle with this phenomena a lot.
Tried making a picture of a photo floating in a white whashing-tray. The 
caustics of the water are almost invisible.
When I do this in the real world in my darkroom, the caustics are very 
visible. It seems the eye can adjust for brightness levels. Pov-Ray can 
not.

Nathan: Is it possible to make the photon intensity variable so they are 
not only visible in shaded areas but also in bright surroundings?

Ingo

-- 
Photography: http://members.home.nl/ingoogni/
Pov-Ray    : http://members.home.nl/seed7/


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From: Nieminen Juha
Subject: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 09:13:51
Message: <38be771f@news.povray.org>
#version unofficial MegaPov 0.4;

global_settings
{ max_trace_level 3
  reflection_blur_max 2
  post_process { soft_glow {1, 8}  }
  photons { count 10000 jitter .5 }
  ambient_light 0.01
  ini_option "+QR"
  radiosity
  { pretrace_start 0.08
    pretrace_end   0.02
    count 50             // CHANGE range from 20 to 150
    nearest_count 5      // CHANGE range from 3 to 10
    error_bound 1        // CHANGE - range from 1 to 3 - should correspond with
pretrace_end
                         //   1 : pretrace_end = 0.02
                         //   3 : pretrace_end = 0.08
                         //   use pretrace_start = 0.08
                         // you can go lower than 1, but then you probably will want
to set
                         // pretrace_end to 0.01, which is really slow
    recursion_limit 3    // CHANGE
    
    low_error_factor .5  // leave this
    gray_threshold 0.0   // leave this
    minimum_reuse 0.015  // leave this
    brightness 1         // leave this
    
    adc_bailout 0.01/2   // CHANGE - use adc_bailout = 0.01 / brightest_ambient_object
    normal on
  }
}

camera { location <-5,2,-4>*1.2 look_at 0 angle 35 }
light_source
{ -z*20, 1
  spotlight point_at 0 radius 7 falloff 10
  area_light x*5,y*5,10,10 adaptive 0
  rotate <45,-20>
  photons { reflection on area_light }
}
light_source
{ -z*20, <1,.7,.2>*.5
  spotlight point_at 0 radius 5 falloff 7
  area_light x*5,y*5,10,10 adaptive 0
  rotate <30,90>
  photons { reflection on area_light }
}

box { -20,20 inverse pigment { rgb x+y*.5 } finish { ambient 10 } }

sphere
{ 0,1
  pigment { rgb <.5,.75,1> }
  finish
  { blinn 2 metallic
    reflection_min .3 reflection_max 1
    reflection_blur .03 reflection_samples 50
  }
  interior { ior 4 }
  photons { target reflection on }
}

#declare Marble1=
  pigment { marble color_map { [0 rgb .5][1 rgb .6] } turbulence .6 scale .3 }
#declare Marble2=
  pigment { marble color_map { [0 rgb .9][1 rgb 1] } turbulence .8 scale .3 }
#declare TileNormal=
  normal
  { gradient x 1 slope_map { [0 <0,1>][.03 <1,0>][.97 <1,0>][1 <0,-1>] }
  }
plane
{ y,-1
  texture
  { pigment { checker pigment { Marble1 }, pigment { Marble2 rotate <30,50> } }
    normal
    { average normal_map
      { [1 TileNormal]
        [1 TileNormal rotate y*90]
        [.4 bumps .5 scale .03]
      }
    }
    finish
    { specular .75
      reflection .5 reflection_blur .05 reflection_samples 20
    }
    scale 2
  }
}


-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ken
Subject: Re: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 09:19:07
Message: <38BE7705.E9CF2B8C@pacbell.net>
Nieminen Juha wrote:
> 
> #version unofficial MegaPov 0.4;

I believe it would be better had you posted this in the text.scene-files
group with a short message here announcing it's location. I will let you
get away with it this time but don't let it happen again or you will be
punished.

<g>

-- 
Ken Tyler -  1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/


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From: Tom Melly
Subject: Re: Source code (Was: My version of the reflecting sphere on checkered plane)
Date: 2 Mar 2000 10:59:18
Message: <38be8fd6@news.povray.org>
Ken <tyl### [at] pacbellnet> wrote in message
news:38BE7705.E9CF2B8C@pacbell.net...
>
>
> Nieminen Juha wrote:
> >
> > #version unofficial MegaPov 0.4;
>
> I believe it would be better had you posted this in the text.scene-files
> group with a short message here announcing it's location

Just out of curiousity (JOOC?), why is this rule in place?


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