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From: Tony[B]
Subject: More of the same... (~132kau)
Date: 28 Aug 2000 09:19:37
Message: <39aa66e9@news.povray.org>
Well, here it is. It took 11 hours to render at 800x800. That isn't quite
accurate, because my father slowed it down by trying to connect to the
Internet and checking e-mail. I was able to intercept him only after Outlook
Express had already opened. Anyway, the radiosity settings are as follows:

global_settings {ini_option "+QR"
 radiosity {
  pretrace_start .08 pretrace_end .001
  count 500 nearest_count 4
  error_bound .05 recursion_limit 1
  low_error_factor .05 gray_threshold 0
  minimum_reuse .015 brightness 1.5
  normal on max_sample 1 adc_bailout 0.01/1}}

I would like it if someone could explain the cause of the splotches under
the elf shoes. Whosoever can figure that out will allow me to test this on a
real scene, instead of on simple objects, which is what I'm itchin' to do.
:)

Oh, BTW, if you must know: I post-processed it, but only to make the
light-gray areas white (you know, I adjusted the curves...). Enjoy.


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From: Ian Witham
Subject: Re: More of the same... (~132kau)
Date: 28 Aug 2000 09:38:38
Message: <39aa6b5e@news.povray.org>
> I would like it if someone could explain the cause of the splotches under
> the elf shoes. Whosoever can figure that out will allow me to test this on
a
> real scene, instead of on simple objects, which is what I'm itchin' to do.

It looks like those shoes are dripping water on the floor :-)

seriously though.. maybe you should try some other patch objects and see if
the same thing happens.


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From: Warp
Subject: Re: More of the same... (~132kau)
Date: 28 Aug 2000 12:11:49
Message: <39aa8f44@news.povray.org>
Tony[B] <ben### [at] panamac-comnet> wrote:
: global_settings {ini_option "+QR"
:  radiosity {
:   pretrace_start .08 pretrace_end .001
:   count 500 nearest_count 4
:   error_bound .05 recursion_limit 1
:   low_error_factor .05 gray_threshold 0
:   minimum_reuse .015 brightness 1.5
:   normal on max_sample 1 adc_bailout 0.01/1}}

  Your radiosity will look a lot better if you use a recursion_limit higher
than 1.
  You can speed up the radiosity by specifying less-quality settings and
using an area light, but in this case that may be difficult since your
area light is a hemisphere...

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


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From: Steve
Subject: Re: More of the same... (~132kau)
Date: 28 Aug 2000 12:16:33
Message: <slrn8ql1pt.n32.steve@zero-pps.localdomain>
On Mon, 28 Aug 2000 08:16:57 -0500, Tony[B] wrote:

>I would like it if someone could explain the cause of the splotches under
>the elf shoes. Whosoever can figure that out will allow me to test this on a
>real scene, instead of on simple objects, which is what I'm itchin' to do.
>:)

Moove the shoes and see if that splotch moves with them, it looks independent
to me. 

-- 
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

  4:01pm  up 6 days, 20:19,  2 users,  load average: 1.20, 1.28, 1.25


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From: Tony[B]
Subject: Re: More of the same... (~132kau)
Date: 28 Aug 2000 13:13:32
Message: <39aa9dbc@news.povray.org>
>   Your radiosity will look a lot better if you use a recursion_limit
higher
> than 1.

It gets very bright when I do that. Also, the shadows disappear, IIRC.

>   You can speed up the radiosity by specifying less-quality settings and
> using an area light, but in this case that may be difficult since your
> area light is a hemisphere...

Suppose you could add it to POV? :) Or perhaps Chris feels up to it?


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From: Tony[B]
Subject: Re: More of the same... (~132kau)
Date: 28 Aug 2000 13:14:33
Message: <39aa9df9@news.povray.org>
> Move the shoes and see if that splotch moves with them, it looks
independent
> to me.

Nope, the splotch isn't independant. It only shows up under the shoes. I
will be trying other patch objects, as Ian suggested, to see if the same
problem occurs.


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From: ryan constantine
Subject: Re: More of the same... (~132kau)
Date: 28 Aug 2000 14:44:38
Message: <39AAB316.7371F1D2@yahoo.com>
"Tony[B]" wrote:
> 
> >   Your radiosity will look a lot better if you use a recursion_limit
> higher
> > than 1.
> 
> It gets very bright when I do that. Also, the shadows disappear, IIRC.

when you increase your recursion_limit, cut your samples by a little
less than half and it won't come out too bright.  when i did r2d2,
recursion of only one made his white body come out gray.  i have some
questions about your settings.  does error bound 0.05 really matter?  it
seems really small. same question about low_error-factor.  here are my
settings:

radiosity {
    brightness       1.0
    count            100
    error_bound      0.2
    gray_threshold   0.0
    low_error_factor 0.5
    minimum_reuse    0.015
    nearest_count    3
    recursion_limit  2
    pretrace_start .08
    pretrace_end .001
    normal on}


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From: Chris Huff
Subject: Re: More of the same... (~132kau)
Date: 28 Aug 2000 15:51:28
Message: <chrishuff-E4BF50.14525928082000@news.povray.org>
In article <39aa9dbc@news.povray.org>, "Tony[B]" 
<ben### [at] panamac-comnet> wrote:

> It gets very bright when I do that. Also, the shadows disappear, IIRC.

Try lowering the diffuse of every texture, and avoid pure white in 
non-luminous objects. In reality, there are no perfectly reflective 
surfaces, so when you add levels of recursion, the scene brightens. This 
can't be compensated for automatically, you have to do it yourself.
As for the shadows...they look neat, but aren't exactly realistic under 
those conditions.


> Suppose you could add it to POV? :) Or perhaps Chris feels up to it?

Chris who? Me? Or Colefax, Young, Cason, etc...?

Add what to POV? Hemispherical area lights?
I think a more general area light is needed, maybe a parametric of some 
sort. It would probably make adaptive sampling impossible or at least 
less useful in cases, but could do any sort of sphere sections, cones, 
or other shapes. And it would be better than having twenty different 
types of area lights.
Of course, the fact that I have no idea how to even start doing this is 
a problem...any volunteers?

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Kari Kivisalo
Subject: Re: More of the same... (~132kau)
Date: 28 Aug 2000 18:06:21
Message: <39AAE27A.5B0DBC4F@kivisalo.net>
Chris Huff wrote:
> 
> In article <39aa9dbc@news.povray.org>, "Tony[B]"
>
> Try lowering the diffuse of every texture, and avoid pure white in
> non-luminous objects. In reality, there are no perfectly reflective
> surfaces, 

Here are some real world reflectances.

      specular aluminum 95%, 
      new snow 74%, 
      concrete 40%, 
      vegetation (mean) 25%, 
      asphalt 7%. 


______________________________________________________________________
Kari Kivisalo                                  http://www.kivisalo.net


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From: ryan constantine
Subject: Re: More of the same... (~132kau)
Date: 28 Aug 2000 20:01:24
Message: <39AAFD2F.454AFC4C@yahoo.com>
that's useful.  is there a big list anywhere?

Kari Kivisalo wrote:
> 
> Chris Huff wrote:
> >
> > In article <39aa9dbc@news.povray.org>, "Tony[B]"
> >
> > Try lowering the diffuse of every texture, and avoid pure white in
> > non-luminous objects. In reality, there are no perfectly reflective
> > surfaces,
> 
> Here are some real world reflectances.
> 
>       specular aluminum 95%,
>       new snow 74%,
>       concrete 40%,
>       vegetation (mean) 25%,
>       asphalt 7%.
> 
> ______________________________________________________________________
> Kari Kivisalo                                  http://www.kivisalo.net


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