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From: Christoph Hormann
Subject: Re: erosion structures (77k)
Date: 23 Oct 2001 14:46:59
Message: <3BD5BB1F.5458D62@gmx.de>
Xplo Eristotle wrote:
> 
> The sky seems unnatural to me, and you're right about the error_bound
> and need for accuracy in the foreground, but otherwise this is a great pic.

Thanks,

concerning the sky, it is meant to look a little unconventional, but i
have seen a lot of photos with much less natural sky than this.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: F Audet
Subject: Re: erosion structures (77k)
Date: 24 Oct 2001 20:42:06
Message: <3BD75EFC.778C847F@sympatico.ca>


> Xplo Eristotle wrote:
> >
> > The sky seems unnatural to me, and you're right about the error_bound
> > and need for accuracy in the foreground, but otherwise this is a great pic.
>
> Thanks,
>
> concerning the sky, it is meant to look a little unconventional, but i
> have seen a lot of photos with much less natural sky than this.
>
> Christoph

I personally feel that here is a very impressive computer generated
image ! The atmosphere seems to be almost perfect;  I mean,  something
serious "stand out" of the pict. We are looking through a very nice and cool
world.
I think this image is a good part of what CGI should be.

 Alex P


>
>
> --
> Christoph Hormann <chr### [at] gmxde>
> IsoWood include, radiosity tutorial, TransSkin and other
> things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: R  Suzuki
Subject: Re: erosion structures (77k)
Date: 25 Oct 2001 07:26:32
Message: <3bd7f6e8$1@news.povray.org>
That's impressive image!

"Christoph Hormann"  wrote 
> I wonder if adaptive accuracy would be useful for isosurfaces.  

Have you tried "adaptive max_gradient" technique, which is already 
implemented in 3.5 beta? 

I think "adaptive accuracy" is not so useful as "adaptive max_gradient",

The below code is an example.
If you render it with accuracy=0.002 instead of 0.0001, you will
see artifacts near the top of small peaks.  
On the other hand, if you render it with adaptive max_gradient 
(e.g. "evaluate 2, 1.2, 0.9" instead of "max_gradient 5") and with 
accuracy=0.0001, the image quality will be much better and the 
rendering speed will be comparable or rather faster than the above.

Note that this technique does not guarantee artifact-free image 
and requires experiences to determine the "evaluate" parameters. 
(So, this should be only for advanced users.)

BTW, have you tried normal function pattern like below 
(commented out) for the foreground?   I usually use it in such
cases.

R. Suzuki

//--- the code ------
#version 3.5;
#include "functions.inc"

#declare Radiosity=off;    

global_settings {
  assumed_gamma 1.0
  //max_trace_level 25
  #if (Radiosity)
    radiosity {
      pretrace_start 0.08         
      pretrace_end   0.04
      count 35           
      nearest_count 5    
      error_bound 0.05   
      recursion_limit 3  
      low_error_factor .5
      gray_threshold 0.0 
      minimum_reuse 0.015
      brightness 1       

      adc_bailout 0.01/2
    }
  #end
}

#default {
  texture {
    pigment {rgb 1}
    #if (Radiosity)
      finish {
        ambient 0.0
        diffuse 0.6
        specular 0.3
      }
    #else
      finish {
        ambient 0.1
        diffuse 0.6
        specular 0.3
      }
    #end
  }
}

// ----------------------------------------

camera {
  right x*image_width/image_height
  location  <0,1.15,-4>
  look_at   <0,0.8,0>
}

light_source {
  <500,500,-500>       
  color rgb <1, 1, 1>  
}

sky_sphere {
  pigment {
    gradient y
    color_map {
      [0.0 rgb <0.6,0.7,1.0>]
      [0.7 rgb <0.0,0.1,0.8>]
    }
  }
}

  
isosurface {
  function { y+f_noise3d(x/6,0,z/6)*0.5
     +f_noise3d(x*12,y*1,z*12)*0.1
     +f_noise3d(x*56,y*20,z*56)*0.04
     +f_noise3d(x*120,y*20,z*120)*0.01
     +f_noise3d(x*311,y*53,z*311)*0.005
   }   
  contained_by { box { <-150,-3,-150>, <150,0,150> } }  
  accuracy 0.0001                
  max_gradient 5                  
//  evaluate 2, 1.2, 0.9    

  texture {
    pigment {
      checker
      color rgb <1.0, 0.8, 0.6>
      color rgb <1.0, 0.0, 0.0>
      scale 0.5
    }
/*    normal{ function{
            f_crackle(x*670,y*270,z*670)*0.2}        
          slope_map { 
          [0 <0, 1>]  
          [0.4 <1, 1>]  
          [0.65 <1,-1>]   
          [1   <0,-1>] }  
   }   
*/
  }

  translate y*1.3
}


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From: Christoph Hormann
Subject: Re: erosion structures (77k)
Date: 25 Oct 2001 08:17:48
Message: <3BD802DF.D85AFB0C@gmx.de>
"R. Suzuki" wrote:
> 
> That's impressive image!
> 

Thank you!

> 
> Have you tried "adaptive max_gradient" technique, which is already
> implemented in 3.5 beta?
> 
> I think "adaptive accuracy" is not so useful as "adaptive max_gradient",
> 
> The below code is an example.
> If you render it with accuracy=0.002 instead of 0.0001, you will
> see artifacts near the top of small peaks.
> On the other hand, if you render it with adaptive max_gradient
> (e.g. "evaluate 2, 1.2, 0.9" instead of "max_gradient 5") and with
> accuracy=0.0001, the image quality will be much better and the
> rendering speed will be comparable or rather faster than the above.
> 
> Note that this technique does not guarantee artifact-free image
> and requires experiences to determine the "evaluate" parameters.
> (So, this should be only for advanced users.)

Hmm, seems i don't understand completely how evaluate works, but i
remember in the past (with megapov) that scenes using 'eval' sometimes
were much faster than with a sufficient max_gradient value.  I will do
some more experiments on that...

NTL, what i meant with adaptive accuracy was adapting it to the distance
from viewpoint.  Of course it could be useful to adapt max_gradient in the
same way.

> BTW, have you tried normal function pattern like below
> (commented out) for the foreground?   I usually use it in such
> cases.
> 

No, but it's an interesting idea, anyway i suppose with 'normal on' in
radiosity this will be quite slow too.

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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From: Christoph Hormann
Subject: Re: erosion structures (77k)
Date: 25 Oct 2001 08:28:17
Message: <3BD80559.44CA7392@gmx.de>
"F.Audet" wrote:
> 
> I personally feel that here is a very impressive computer generated
> image ! The atmosphere seems to be almost perfect;  I mean,  something
> serious "stand out" of the pict. We are looking through a very nice and cool
> world.

Thanks, i think one could do quite a lot more with such a scene scene, if
it wasn't that slow.  You could call it somehow 'brute force realism'
since there is really not much apart from the isosurface function and
radiosity.  

Christoph

-- 
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other 
things on: http://www.schunter.etc.tu-bs.de/~chris/


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