POV-Ray : Newsgroups : povray.binaries.images : What du you think about my masonry? (jpg 51,3 kbbu) Server Time
19 Aug 2024 04:20:25 EDT (-0400)
  What du you think about my masonry? (jpg 51,3 kbbu) (Message 11 to 14 of 14)  
<<< Previous 10 Messages Goto Initial 10 Messages
From: Remco de Korte
Subject: Re: What du you think about my masonry? (jpg 51,3 kbbu)
Date: 13 Feb 2001 10:33:51
Message: <3A8953DC.24DD89FC@xs4all.nl>
It looks good, especially the mortar but 22 minutes for such a small piece
doesn't seem very practical. 
Is it possible to use this in larger objects?

Remco

Marc-Hendrik Bremer wrote:
> 
> Jpg-compression was not very friendly to the roughness of the mortar, but I
> think, this one is big enough for a technical-study.
> I wonder if it's worth to follow this path further (and which way to go),
> cause this simple scene with aa 0.3 needed 22 m 19 s on my PII 450 MHz (with
> some other stuff running as well). It's one isosurface, using the
> brick-pattern as a function and Jeff Lee's technique to give the bricks
> individual colours. The textures still needs a lot of work.
> 
> What do you think?
> 
> Marc-Hendrik
> 
>   --------------------------------------------------------------------------------
>                     Name: Bricktest.jpg
>    Bricktest.jpg    Type: JPEG Image (image/jpeg)
>                 Encoding: base64


Post a reply to this message

From: Jim Kress
Subject: Re: What du you think about my masonry? (jpg 51,3 kbbu)
Date: 13 Feb 2001 13:45:42
Message: <3a8980d6$1@news.povray.org>
Brick needs to project farther out of the mortar.  The brick looks like it
is flush with the mortar.

Jim

"Marc-Hendrik Bremer" <Mar### [at] t-onlinede> wrote in message
news:3a82f9e4@news.povray.org...
> Jpg-compression was not very friendly to the roughness of the mortar, but
I
> think, this one is big enough for a technical-study.
> I wonder if it's worth to follow this path further (and which way to go),
> cause this simple scene with aa 0.3 needed 22 m 19 s on my PII 450 MHz
(with
> some other stuff running as well). It's one isosurface, using the
> brick-pattern as a function and Jeff Lee's technique to give the bricks
> individual colours. The textures still needs a lot of work.
>
> What do you think?
>
> Marc-Hendrik
>


Post a reply to this message

From: Marc-Hendrik Bremer
Subject: Re: What du you think about my masonry? (jpg 51,3 kbbu)
Date: 13 Feb 2001 14:05:07
Message: <3a898563@news.povray.org>
Jim Kress schrieb in Nachricht <3a8980d6$1@news.povray.org>...
>Brick needs to project farther out of the mortar.  The brick looks like it
>is flush with the mortar.
>


That's just the orthographic camera in conjunction with a shadowless light
(the later adds more to the effect). In deed I had to reduce the distance
when I switched the shadows on.

Marc-Hendrik


Post a reply to this message

From: Marc-Hendrik Bremer
Subject: Re: What du you think about my masonry? (jpg 51,3 kbbu)
Date: 13 Feb 2001 14:26:57
Message: <3a898a81$1@news.povray.org>
Remco de Korte schrieb in Nachricht <3A8953DC.24DD89FC@xs4all.nl>...
>It looks good, especially the mortar but 22 minutes for such a small piece
>doesn't seem very practical.
>Is it possible to use this in larger objects?
>


Thanks! Rendertime got even worth when changed some things (like some more
warps to distort the granite-bumps a bit oh, and when I switched the shadows
on, that took also it's time). I had once an hour for this piece of masonry
(without anti-aliasing that is). But I speeded things up a bit afterwards
and think the rendertime is quite okay. Although it's just one small piece
it covers most of the 640x480 pixels.
I'm using it now as part of another object and rendertimes are not that bad,
as it covers only part of the image (some 14 min for the whole scene).
Things slow down when it comes to the bricks, but I'm already used to it -
the sign in my last scene rendered for a full night.

Marc-Hendrik


Post a reply to this message

<<< Previous 10 Messages Goto Initial 10 Messages

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