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Couple of things - the lettering is added in psp, and there's an odd
side-effect of the scattering media. The back wall that shows through the
shaft of light looks as though it has a nice medieval-style brick normal. It
doesn't. The media seems to work in layers and what you're seeing is the
staggered image of the stained glass at discrete intervals.
It's mp type 3 scattering media. Anyone come across this before?
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In article <3a469144@news.povray.org>, "Tom Melly" <tom### [at] tomandlucouk>
wrote:
> The media seems to work in layers and what you're seeing is the
> staggered image of the stained glass at discrete intervals.
You need to either use more samples or add jitter to the samples. Adding
jitter will break up the patterns, but will make things noisier.
Putting transparent, hollow planes or boxes in front and behind the beam
of light should also help, since it will force POV to make a new
interval at each surface. This actually might be the best workaround,
since it puts the additional samples right where you need them, but it
requires you to know where the light beam is..
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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Tom Melly wrote:
>
> Couple of things - the lettering is added in psp, and there's an odd
> side-effect of the scattering media. The back wall that shows through the
> shaft of light looks as though it has a nice medieval-style brick normal. It
> doesn't.
I was just about to commend you for acheiving this...
> The media seems to work in layers and what you're seeing is the
> staggered image of the stained glass at discrete intervals.
>
> It's mp type 3 scattering media. Anyone come across this before?
--
Francois Labreque | Rimmer: "Let's go to red alert!"
flabreque | Kryten: "Are you sure, Sir? You realize it
@ | actually means changing the bulb!"
videotron.ca
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Tom Melly wrote:
>
> Couple of things - the lettering is added in psp, and there's an odd
> side-effect of the scattering media. The back wall that shows through t
he
> shaft of light looks as though it has a nice medieval-style brick norma
l. It
> doesn't. The media seems to work in layers and what you're seeing is th
e
> staggered image of the stained glass at discrete intervals.
>
> It's mp type 3 scattering media. Anyone come across this before?
You could try using mpov and the sample_spacing patch to help with this
problem... Otherwise, Chris Huff's suggestions are the way to go (or a
combination of the two).
--
* Abandon the search for truth, * mailto:ber### [at] inamecom
* Settle for a good fantasy. * http://www.enst.fr/~jberger
*********************************
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How come your patch has never been added to MegaPOV? I really would like to
try it without having to compile it...
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"Tony[B]" wrote:
>
> How come your patch has never been added to MegaPOV? I really would lik
e to
> try it without having to compile it...
I'm not sure. I sent what I had at the time to Nathan just before he
released MegaPov 0.5 and he said he wouldn't include it in 0.5 because
he lacked the time to test it properly. Some of the code made it though
(because it came with a bugfix) but it's #ifdef-ed out. I suppose Nathan
forgot it when he released 0.6
--
* Abandon the search for truth, * mailto:ber### [at] inamecom
* Settle for a good fantasy. * http://www.enst.fr/~jberger
*********************************
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I took the samples up to 30 and, although still noticable if you know what
you are looking for, the artifacts are fainter (as shown in attachment).
Presumably, higher values would diminish them even more.
To be honest, I hadn't realised that the normal POV params applied to
megapov media methods 2 and 3.
Post a reply to this message
Attachments:
Download 'part_xmas.jpg' (3 KB)
Preview of image 'part_xmas.jpg'
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On Wed, 27 Dec 2000 11:09:18 -0000, "Tom Melly" <tom### [at] tomandlucouk>
wrote:
>I took the samples up to 30 and, although still noticable if you know what
>you are looking for, the artifacts are fainter (as shown in attachment).
>Presumably, higher values would diminish them even more.
Try using adaptive sampling in MegaPOV to save some render time and
increase quality, too.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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'intervals', although said to be unnecessary in MegPov, still affects the
media. I often find that using a minimum of intervals 2 is required to get a
good media esp. when more than one light_source exists.
Bob H.
"Tom Melly" <tom### [at] tomandlucouk> wrote in message
news:3a49cde0@news.povray.org...
>
> To be honest, I hadn't realised that the normal POV params applied to
> megapov media methods 2 and 3.
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Cool! The medieval wall pattern is a rather interesting side effect. :O
Now make a whole row of different windows! Render time 10d... ;)
--
David Fontaine <dav### [at] faricynet> ICQ 55354965
My raytracing gallery: http://davidf.faricy.net/
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