POV-Ray : Newsgroups : povray.binaries.images : Cross?! Not me! :o) (14.8KB) Server Time
1 Oct 2024 15:23:42 EDT (-0400)
   Cross?! Not me! :o) (14.8KB) (Message 1 to 10 of 17)  
Goto Latest 10 Messages Next 7 Messages >>>
From: 25ct
Subject: Cross?! Not me! :o) (14.8KB)
Date: 15 Aug 2000 10:09:01
Message: <39994efd@news.povray.org>
Hi all,
            here is the result of my second project. I'm very pleased with
this, especially as it is very close to the picture I had in my mind.
   I still do not understand anti-aliasing, although it was rendered at
512x384 AA 0.3. Can anyone enlighten me as to getting it better?

   Hope you like it.

           ~Steve~


Post a reply to this message


Attachments:
Download 'New File copy.JPG' (15 KB)

Preview of image 'New File copy.JPG'
New File copy.JPG


 

From: Christoph Hormann
Subject: Re: Cross?! Not me! :o) (14.8KB)
Date: 15 Aug 2000 10:27:59
Message: <39995391.F59B1975@schunter.etc.tu-bs.de>
25ct wrote:
> 
>    Hi all,
>             here is the result of my second project. I'm very pleased with
> this, especially as it is very close to the picture I had in my mind.
>    I still do not understand anti-aliasing, although it was rendered at
> 512x384 AA 0.3. Can anyone enlighten me as to getting it better?
> 
>    Hope you like it.
> 

The cross could need some normal (looks very clean and shiny right now, just
like plastic :-)

I would also suggest some different environment, the reflective plane looks
interesting, but it does not really fit to the object IMO. I could think of a
coffin, an altar, a graveyard (with more crosses in variations), ...

Christoph

--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/


Post a reply to this message

From: Halbert
Subject: Re: Cross?! Not me! :o) (14.8KB)
Date: 15 Aug 2000 12:56:09
Message: <39997629@news.povray.org>
Anti-aliasing is a system for reducing "jaggies" If there are adjacent
pixels which would normally contrast with each other, AA will sortof average
the color values of the surrounding pixels with the pixel being plotted and
lessen the contrast making the "jaggies" blend and soften. Makes sharp lines
a bit blurry, oddly enough the effect is that the images may look sharper
and less computerized.
I am quite horrible at explaining concepts like this. I hope that that was
intelligeble.

BTW: looks like your starting to get the hang of it :)



Post a reply to this message

From: 25ct
Subject: Re: Cross?! Not me! :o) (14.8KB)
Date: 15 Aug 2000 15:01:46
Message: <3999939a@news.povray.org>
"Halbert" <hha### [at] capitalnet> wrote in message
news:39997629@news.povray.org...
> Anti-aliasing is a system for reducing "jaggies" If there are adjacent
> pixels which would normally contrast with each other, AA will sortof
average
> the color values of the surrounding pixels with the pixel being plotted
and
> lessen the contrast making the "jaggies" blend and soften. Makes sharp
lines
> a bit blurry, oddly enough the effect is that the images may look sharper
> and less computerized.
> I am quite horrible at explaining concepts like this. I hope that that was
> intelligeble.
>
> BTW: looks like your starting to get the hang of it :)
>

>
        Hi Halbert,
                           I understand every word, Halbert. You have
described it well. The thing that I don't understand, however, is what you
actually do? On the help pages it says that you type in  +a, and other
things, but 'where' do you type these commands? Or is it a command 'off
screen', I hope that you understand what I am trying to say.
      If it is 'on screen', then where in your 'recipe/formula', (is there
another word?), do you put it? At the beginning? At the end? I'm sorry for
asking this, but I am at a loss as to what to do, even after reading through
the help pages.

    I'm glad that you liked it Halbert. Getting that last sphere, (the one
on the bottom left as you look at it), was a nightmare!!  My stomach was
'buttering with flutterby's' when I finally did the last render 'knowing' it
was going to be in place, or was it? ;o)   50/50 with me at the moment!

         Thanks, ~Steve~


Post a reply to this message

From: 25ct
Subject: Re: Cross?! Not me! :o) (14.8KB)
Date: 15 Aug 2000 15:09:40
Message: <39999574@news.povray.org>
"Christoph Hormann" <Chr### [at] schunteretctu-bsde> wrote in
message news:39995391.F59B1975@schunter.etc.tu-bs.de...
>
>
> 25ct wrote:
> >
> >    Hi all,
> >             here is the result of my second project. I'm very pleased
with
> > this, especially as it is very close to the picture I had in my mind.
> >    I still do not understand anti-aliasing, although it was rendered at
> > 512x384 AA 0.3. Can anyone enlighten me as to getting it better?
> >
> >    Hope you like it.
> >
>
> The cross could need some normal (looks very clean and shiny right now,
just
> like plastic :-)
>
> I would also suggest some different environment, the reflective plane
looks
> interesting, but it does not really fit to the object IMO. I could think
of a
> coffin, an altar, a graveyard (with more crosses in variations), ...
>
> Christoph
>
> --
> Christoph Hormann <chr### [at] gmxde>
> Homepage: http://www.schunter.etc.tu-bs.de/~chris/

     Thanks Christoph,  I'll work on it. ;o)

    ~Steve~
( Sweating loads over plus' and minus', and xyz!!)    :o)


Post a reply to this message

From: David Fontaine
Subject: Re: Cross?! Not me! :o) (14.8KB)
Date: 15 Aug 2000 15:15:44
Message: <399994D2.F82A76F2@faricy.net>
25ct wrote:

>         Hi Halbert,
>                            I understand every word, Halbert. You have
> described it well. The thing that I don't understand, however, is what you
> actually do? On the help pages it says that you type in  +a, and other
> things, but 'where' do you type these commands? Or is it a command 'off
> screen', I hope that you understand what I am trying to say.
>       If it is 'on screen', then where in your 'recipe/formula', (is there
> another word?), do you put it? At the beginning? At the end? I'm sorry for
> asking this, but I am at a loss as to what to do, even after reading through
> the help pages.

It is an ini-file or command line option. You can:

Add an entry or edit an entry in QUICKRES.INI, which is where the options in the
pull-down list come from:
[Entry title]
Width=n
Height=n
Antialias=On
Antialias_Threshold=n

Specify command-line options in the Edit Settings/Render window under the Render
menu:
+Hn +Wn +An.n

Create a new INI file and parse it:
Width=n
Height=n
Antialias=On
Antialias_Threshold=n
Input_File_Name=filename.pov

--
David Fontaine     <dav### [at] faricynet>     ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/


Post a reply to this message

From: 25ct
Subject: Re: Cross?! Not me! :o) (14.8KB)
Date: 15 Aug 2000 15:36:13
Message: <39999bad@news.povray.org>
Thanks David,  thats great! I'll be able to have a play around with it
now! I was really pleased with this image, and then you get to see the
'jaggies'! So, I  am glad that there is a part of this programme that can
help with this.

    Thanks for your help.    ~Steve~



"David Fontaine" <dav### [at] faricynet> wrote in message
news:399994D2.F82A76F2@faricy.net...
> 25ct wrote:
>
> >         Hi Halbert,
> >                            I understand every word, Halbert. You have
> > described it well. The thing that I don't understand, however, is what
you
> > actually do? On the help pages it says that you type in  +a, and other
> > things, but 'where' do you type these commands? Or is it a command 'off
> > screen', I hope that you understand what I am trying to say.
> >       If it is 'on screen', then where in your 'recipe/formula', (is
there
> > another word?), do you put it? At the beginning? At the end? I'm sorry
for
> > asking this, but I am at a loss as to what to do, even after reading
through
> > the help pages.
>
> It is an ini-file or command line option. You can:
>
> Add an entry or edit an entry in QUICKRES.INI, which is where the options
in the
> pull-down list come from:
> [Entry title]
> Width=n
> Height=n
> Antialias=On
> Antialias_Threshold=n
>
> Specify command-line options in the Edit Settings/Render window under the
Render
> menu:
> +Hn +Wn +An.n
>
> Create a new INI file and parse it:
> Width=n
> Height=n
> Antialias=On
> Antialias_Threshold=n
> Input_File_Name=filename.pov
>
> --
> David Fontaine     <dav### [at] faricynet>     ICQ 55354965
> Please visit my website: http://www.faricy.net/~davidf/
>
>


Post a reply to this message

From: David Fontaine
Subject: Re: Cross?! Not me! :o) (14.8KB)
Date: 15 Aug 2000 15:55:08
Message: <39999E14.CFBACDE1@faricy.net>
25ct wrote:

>    Thanks David,  thats great! I'll be able to have a play around with it
> now! I was really pleased with this image, and then you get to see the
> 'jaggies'! So, I  am glad that there is a part of this programme that can
> help with this.

The information is kind of scattered around if you RTFM, so I thought it'd be
better to post an example. For the longest time I was creating INI files with
the same filename as the scene and they weren't doing anything, it took me
forever to figure out you have to parse the INI!! Oh well.

If you want a full explanation of AA types and settings, read the secton
"Anti-Aliasing Options" in the docs.

--
David Fontaine     <dav### [at] faricynet>     ICQ 55354965
Please visit my website: http://www.faricy.net/~davidf/


Post a reply to this message

From: Steve
Subject: Re: Cross?! Not me! :o) (14.8KB)
Date: 15 Aug 2000 17:56:16
Message: <slrn8pjehv.h95.steve@zero-pps.localdomain>
On Tue, 15 Aug 2000 15:11:02 +0100, 25ct wrote:
>   Hi all,
>            here is the result of my second project. I'm very pleased with
>this, especially as it is very close to the picture I had in my mind.
>   I still do not understand anti-aliasing, although it was rendered at
>512x384 AA 0.3. Can anyone enlighten me as to getting it better?

Great looking image, but it's shouting "Give Me Some AREA LIGHTS". 

From the POV documentation:

4.5.5.4   Area Lights
Area light sources occupy a finite, one- or two-dimensional area
of space. They can cast soft shadows because an object can
partially block their light.  Point sources are either totally
blocked or not blocked.  <End of quote>

Area lights slow rendering down considerably, thought I'd warn you.
The doc goes on to explain the syntax etc of area lights,  there's
also good stuff in there on AA and probably anything that you'd want
to know, there's no harm in asking here aswell as some of our regular
visitors/participants have developed knowledge that goes beyond the docs.  

-- 
Cheers
Steve              email mailto:ste### [at] zeroppsuklinuxnet

%HAV-A-NICEDAY Error not enough coffee  0 pps. 

web http://www.zeropps.uklinux.net/

or  http://start.at/zero-pps

  8:37pm  up 31 days, 19:04,  2 users,  load average: 1.04, 1.29, 1.24


Post a reply to this message

From: Simen Kvaal
Subject: Re: Cross?! Not me! :o) (14.8KB)
Date: 15 Aug 2000 20:03:47
Message: <3999da63@news.povray.org>
Umm. I'm tempted to write a long article here, since nobody yet have given
(no-one yet has given? argh! English is diffucult; you get it.) a thorough
explanation of AA in this thread.

Anti-aliasing is, as you know, a technique for reducing jaggies in the
image, resulting from sloped lines and the fact that the computer-screen is
a discrete medium, allowing only certain positions for your coloured dots.
(Unlike when you write with a plotter, for example.)

When you use the +axx.xx option, you turn on antialiasing. The float after
+a is the tolerance of the AA. Lower, the less tolerant. A value of 0.1 will
cause povray to trigger the AA-method for the pixel in question if the pixel
differ with 10% in colour from one of it's neighbours (to the top and left.)
A higher value will cause Povray to be more nonchalant, that is it lets
bigger differences pass.

The AA method actually shoots another ray; i.e. sample, into the scene
_between_ the two differing pixels. The resulting pixels (both the current
and the previous which differed) are then recalculated with the extra
information provided from the second sample. In that way, the image gets
smoother.

There is also an alternate method of AA; the adaptive. (Am I right here?)
Set the +am2 option, the usual +axx.xx and an additional option +rn, where n
is the recursion level. Povray will now; when it encounters two differing
pixels as before, shoot a new ray as before. But it doesn't stop here! It
does so n times, so that even the in-between "pixel" is re-sampled; giving
an even smoother image as result! Alas, the price is rendering time. Try to
model a refractive sphere over a checkered plane. If the ior is about 1.4,
you should see a "warped" version of the plane in the sphere, and it gets
typically _very_ aliased (that is you get interference patterns in the
sphere.) This effect is also visible in the horizon; where the plane meets
the sky. (!). Now, turn on antialiasing with +a0.0, +am2, +r4 and see what
happens to the render time...

In my experience, a depth (+r) higher than 2 gives almost no difference in
apperance. For high quality renders, I use +a0.1 +am2 +r3 as options. This
gives very nice results, but don't do it on test renders when you have a lot
of reflection and refraction going on in the scene!

This should be _failry_ accurate information; arrest me if I'm wrong on
something! (It's late in the evening too...) This was fun. :)

Regards,
- Simen Kvaal. (wannabe antialiasing expert...)



"25ct" <25c### [at] lineonenet> wrote in message news:39994efd@news.povray.org...
>    Hi all,
>             here is the result of my second project. I'm very pleased with
> this, especially as it is very close to the picture I had in my mind.
>    I still do not understand anti-aliasing, although it was rendered at
> 512x384 AA 0.3. Can anyone enlighten me as to getting it better?
>
>    Hope you like it.
>
>            ~Steve~
>
>
>


Post a reply to this message

Goto Latest 10 Messages Next 7 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.