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... but I was interested in the inner structures. Took my machine 2 days to
render at 800x600. I think I have to work on the code...
Original version (800x600) at:
http://www.b0n541.net/povray/pics/mengersponge.jpg (~ 100 KB)
Sheers,
Bonsai
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Preview of image 'mengersponge.jpg'
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Bonsai wrote:
> [Image]
Needs a mouse :)
--
Bye,
Pabs
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In article <3aa897cd@news.povray.org>, "Bonsai" <bon### [at] b0n541 net>
wrote:
> ... but I was interested in the inner structures. Took my machine 2 days
> to render at 800x600. I think I have to work on the code...
It's too yellow for swiss cheese...
Hmm, I wonder what a semitransparent Menger sponge would look
like...it'd probably take a couple years to render with a decent
recursion level, though. And to get the transparency right, you would
need to use a completely transparent texture and attenuation (fade_color
would be useful).
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
<><
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"Chris Huff" <chr### [at] mac com> schrieb im Newsbeitrag
news:chrishuff-913808.06504209032001@news.povray.org...
> In article <3aa897cd@news.povray.org>, "Bonsai" <bon### [at] b0n541 net>
> wrote:
>
> It's too yellow for swiss cheese...
I never wanted to let it look like cheese. I use the yellow color only for
visible and not too painfull to look at.
> Hmm, I wonder what a semitransparent Menger sponge would look
> like...it'd probably take a couple years to render with a decent
> recursion level, though. And to get the transparency right, you would
> need to use a completely transparent texture and attenuation (fade_color
> would be useful).
And I want it rendered at 80000x60000 pixels!
own atomic plant and build a big render farm ;-)
Maybe this is a good scene to test the distribute render techniques
currently discussed in povray.general in the large-render-thread. Parsing
time is very short compared to render time (parsing time about 30 seconds,
render time 2 days)
So long,
Bonsai
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Chris Huff wrote:
>
> It's too yellow for swiss cheese...
> Hmm, I wonder what a semitransparent Menger sponge would look
> like...it'd probably take a couple years to render with a decent
> recursion level, though. And to get the transparency right, you would
> need to use a completely transparent texture and attenuation (fade_color
> would be useful).
>
Consider rendering a compact subset of R^3 (that is closed and bounded) which
has zero volume but infinite surface area. Thus, it will require infinitely
many recursion levels to trace one single ray accurately through it. And it
would definetely not be transparent, or even semitransparent.
Thus, better and better approximations would tend to a more and more opaque
object which take longer and longer to render. I'd say; skip the
transparency. :)
BTW, the cutaway seems to produce the sierpinsky triangle in the intersection
surface. This might actually be the case!
The menger sponge is actually a generalization of the sierpinsky triangle,
and the s.t. is actually a generalization of the Cantor set. Intuitively, I
think I can see the Cantor set as an intersection between the sponge and some
straight line through it.
Enough rambling, but it _is_ interesting.
~simenkv ( smartass/exessive wiseacre with newly aquired math skills )
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"Simen Kvaal" <sim### [at] stress uio no> schrieb im Newsbeitrag
news:3AA8E44A.6218AF06@stress.uio.no...
> Intuitively, I
> think I can see the Cantor set as an intersection between the sponge and
some
> straight line through it.
the red one in the picture below) that represent the Cantor set. Only a
thought...
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Bonsai wrote:
> ... but I was interested in the inner structures. Took my machine 2 days to
> render at 800x600. I think I have to work on the code...
There was a thread about this some time (years ?) ago. If I remember well, a
solution for optimising the sponge was to run only a small part of it (a 1/8 or
1/81, for instance), and then to replicate the part as needed. The decrease in
parsing and render time was dramatic.
Hope this helps.
G.
--
**********************
http://www.oyonale.com
**********************
Graphic experiments
Pov-ray gallery
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Bonsai wrote:
> Maybe this is a good scene to test the distribute render techniques
> currently discussed in povray.general in the large-render-thread. Parsing
> time is very short compared to render time (parsing time about 30 seconds,
> render time 2 days)
What computer (how fast) was used to render such picture? Which
algorithm was used? I managed to render menger with same recursion level
and 800x600 (AA0.3) just little over 12 minutes when isosurface was used
(this was when shader was used for calculation, for as it seems, shader
will outperform user's iso functions).
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"Gilles Tran" <tra### [at] inapg inra fr> schrieb im Newsbeitrag
news:3AA8FD35.60727F15@inapg.inra.fr...
> Bonsai wrote:
>
> > ... but I was interested in the inner structures. Took my machine 2 days
to
> > render at 800x600. I think I have to work on the code...
>
> There was a thread about this some time (years ?) ago. If I remember well,
a
> solution for optimising the sponge was to run only a small part of it (a
1/8 or
> 1/81, for instance), and then to replicate the part as needed. The
decrease in
> parsing and render time was dramatic.
> Hope this helps.
Yes it did in parts. For the creation of a mengersponge that does not
interact with any other object it is a big increase (now it takes some
minutes to render one at 800x600 with the same complexicity...)
But when I want to do the cut away with a sphere it goes back to the 1 or 2
come home and feed my little Athlon with new stuff...
so long and thanks allot,
Bonsai
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"Vahur Krouverk" <vah### [at] aetec ee> schrieb im Newsbeitrag
news:3AA90733.A7C66D85@aetec.ee...
> Bonsai wrote:
> > Maybe this is a good scene to test the distribute render techniques
> > currently discussed in povray.general in the large-render-thread.
Parsing
> > time is very short compared to render time (parsing time about 30
seconds,
> > render time 2 days)
>
> What computer (how fast) was used to render such picture? Which
> algorithm was used? I managed to render menger with same recursion level
> and 800x600 (AA0.3) just little over 12 minutes when isosurface was used
> (this was when shader was used for calculation, for as it seems, shader
> will outperform user's iso functions).
I wanted to do the sponge in pure csg. So I did a lot of differences, that
resulted in this long rendertime.
Gilles gave me a tricky hint on doing the mengersponge very easy and fast.
My old code is just wasting of electric power and time. :-(
But now I know that my new Athlon works stable even for days...
Bonsai
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