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From: Paragon
Subject: Re:
Date: 28 Aug 2001 21:25:48
Message: <3b8c449c@news.povray.org>
Thank you for the reply but it seems to have not done the trick.  I tried
taking away the reflection from the glass material as well as increasing the
max_trace_level but I still get the black distortions (even with very high
max_trace_levels).  I have attached the files for the scene if anybody
wishes to try their hand at it.

-Paragon

"Scott Hill" <nos### [at] nospamthanks> wrote in message
news:3b8c2695@news.povray.org...
> "Paragon" <use### [at] hostcom> wrote in message
news:3b8c20d9@news.povray.org...
> > I've been experimenting with glass and have come
> > across some problems...
> >                                          ...the shot glass has all those
> > black inconsistencies.  There are walls covering all sides
> > of the objects, so the black is not anything reflected or
> > refracted.
>
>     First off, HTML posts are frowned upon by most people round here (yes,
> even in the binaries groups)...
>
>     Now to answer your question - Whilst you are right the black bits
aren't
> reflections of anything in your scene, they are caused by reflection...
try
> removing the reflection from the glass material and the black bits should
> disappear...
>     You see, what's happening is the combination of reflection and
> refraction is causing 'total internal reflection' - where the rays POV is
> calculating bounce around and around inside the glass without leaving - of
> course POV won't do this forever - it only calculates upto a finite amount
> of reflections and if it hasn't calculated a colour within that number it
> just colors the pixel black.
>     Fortunately you can specify how many reflections POV calculates - I
> don't know how you do it in Moray, but you can add the following to top of
> your .pov file :
>
> global_setting { max_trace_level <level> }
>
>     where <level> is the number of reflections you wish it to calculate -
> now the only problem is you may find that you never get rid of the black
> bits completely and the higher the value for max_trace_level you pick the
> longer POV will spend rendering these parts of the scene...
> --
> Scott Hill.
> Software Engineer.
> E-Mail        : sco### [at] innocentcom
> Pandora's Box : http://www.pandora-software.com
>
> *Everything in this message/post is purely IMHO and no-one-else's*
>
>
>


Post a reply to this message


Attachments:
Download 'whiskey.zip' (6 KB)

From: Alberto
Subject: Re:
Date: 29 Aug 2001 00:11:01
Message: <3B8C6AD0.E3C920B0@usb.ve>
Set the adc_bailout to 0.1 . If this is to big, try with a little bit smaller value.

Alberto.

> Paragon wrote:
> 
> Thank you for the reply but it seems to have not done the trick.  I tried
> taking away the reflection from the glass material as well as increasing the
> max_trace_level but I still get the black distortions (even with very high
> max_trace_levels).  I have attached the files for the scene if anybody
> wishes to try their hand at it.
> 
> -Paragon
> 
> "Scott Hill" <nos### [at] nospamthanks> wrote in message


Post a reply to this message

From: Paragon
Subject: Re:
Date: 29 Aug 2001 01:21:26
Message: <3b8c7bd6@news.povray.org>
Thanks, but I still get that darn black distortion.  I found that setting
the diffuse level higher helps, but changes the look I want for the glass.
I guess I'll have to settle for that for now...

Paragon
"Alberto" <jac### [at] usbve> wrote in message news:3B8C6AD0.E3C920B0@usb.ve...
> Set the adc_bailout to 0.1 . If this is to big, try with a little bit
smaller value.
>
> Alberto.
>
> > Paragon wrote:
> >
> > Thank you for the reply but it seems to have not done the trick.  I
tried
> > taking away the reflection from the glass material as well as increasing
the
> > max_trace_level but I still get the black distortions (even with very
high
> > max_trace_levels).  I have attached the files for the scene if anybody
> > wishes to try their hand at it.
> >
> > -Paragon
> >
> > "Scott Hill" <nos### [at] nospamthanks> wrote in message


Post a reply to this message

From: Jaime Vives Piqueres
Subject: Re:
Date: 29 Aug 2001 04:06:56
Message: <3B8CA29C.DB03CAD8@ignorancia.org>

> 
> Thank you for the reply but it seems to have not done the trick.  I tried
> taking away the reflection from the glass material as well as increasing the
> max_trace_level but I still get the black distortions (even with very high
> max_trace_levels).  I have attached the files for the scene if anybody
> wishes to try their hand at it.


  These are not "black distortions", only realistic reflections of the
empty space on the scene (thus black space). Surround all the scene with
walls and ceil and it will disappear...

-- 
Jaime Vives Piqueres

La Persistencia de la Ignorancia
http://www.ignorancia.org/


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From: Bob H 
Subject: Re: glass problem
Date: 29 Aug 2001 07:46:12
Message: <3b8cd604@news.povray.org>
"Jaime Vives Piqueres" <jai### [at] ignoranciaorg> wrote in message
news:3B8CA29C.DB03CAD8@ignorancia.org...

> >
> > Thank you for the reply but it seems to have not done the trick.  I
tried
> > taking away the reflection from the glass material as well as increasing
the
> > max_trace_level but I still get the black distortions (even with very
high
> > max_trace_levels).  I have attached the files for the scene if anybody
> > wishes to try their hand at it.
>
>
>   These are not "black distortions", only realistic reflections of the
> empty space on the scene (thus black space). Surround all the scene with
> walls and ceil and it will disappear...

No, it is already.  Said so somewhere else but this dual thread thing has
confused me as to where exactly.
But that is what it looks a lot like anyway, if not any lack of
max_trace_level.
If I could find that scene file to see if maybe the CSG has two textures, a
combined refractive one and non-refractive perhaps, then maybe it could be
figured out.  Just guessing though.

Bob H.


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From: Trevor Quayle
Subject: Re:
Date: 29 Aug 2001 08:31:53
Message: <3b8ce0b9@news.povray.org>
After playing with the scene for a bit I think I may have found somewhat of
an answer.
Some of the black came from the black background (you do have walls but not
on all sides, try  "background {color <1,1,1>}".  Some of the black are
artifacts from not having max_trace_level high enough (I used 100 *ulp* to
make sure there weren't any left but you can get away with lower).  After
changing these any black that's left appear to come from the glass texture
itself.  You have filter set to 0.7 so eventually, after moving through the
glass enough, the light fades to black. Try setting the filter value in your
glass texture higher (plus the other fixes mentioned) and the black should
eventually disappear (at least I was able to get it to). Unless you want
your glass to appear like that. As a side note, you may also want to try use
light fading in your glass to achieve the look you want for your glass. Good
luck


-tgq

Image 1 - no changes
Image 2 - change "background {color <1,1,1>}"
Image 3 - change "max_trace_level 100"
Image 4 - change "color rgbf <1.0, 1.0, 1.0, 0.9>" in Glass2
Bonus:
Image 5 - add   "fade_distance 3  fade_power 1" to interior of Glass2


"Paragon" <use### [at] hostcom> wrote in message news:3b8c449c@news.povray.org...
> Thank you for the reply but it seems to have not done the trick.  I tried
> taking away the reflection from the glass material as well as increasing
the
> max_trace_level but I still get the black distortions (even with very high
> max_trace_levels).  I have attached the files for the scene if anybody
> wishes to try their hand at it.
>
> -Paragon
>
> "Scott Hill" <nos### [at] nospamthanks> wrote in message
> news:3b8c2695@news.povray.org...
> > "Paragon" <use### [at] hostcom> wrote in message
> news:3b8c20d9@news.povray.org...
> > > I've been experimenting with glass and have come
> > > across some problems...
> > >                                          ...the shot glass has all
those
> > > black inconsistencies.  There are walls covering all sides
> > > of the objects, so the black is not anything reflected or
> > > refracted.
> >
> >     First off, HTML posts are frowned upon by most people round here
(yes,
> > even in the binaries groups)...
> >
> >     Now to answer your question - Whilst you are right the black bits
> aren't
> > reflections of anything in your scene, they are caused by reflection...
> try
> > removing the reflection from the glass material and the black bits
should
> > disappear...
> >     You see, what's happening is the combination of reflection and
> > refraction is causing 'total internal reflection' - where the rays POV
is
> > calculating bounce around and around inside the glass without leaving -
of
> > course POV won't do this forever - it only calculates upto a finite
amount
> > of reflections and if it hasn't calculated a colour within that number
it
> > just colors the pixel black.
> >     Fortunately you can specify how many reflections POV calculates - I
> > don't know how you do it in Moray, but you can add the following to top
of
> > your .pov file :
> >
> > global_setting { max_trace_level <level> }
> >
> >     where <level> is the number of reflections you wish it to
calculate -
> > now the only problem is you may find that you never get rid of the black
> > bits completely and the higher the value for max_trace_level you pick
the
> > longer POV will spend rendering these parts of the scene...
> > --
> > Scott Hill.
> > Software Engineer.
> > E-Mail        : sco### [at] innocentcom
> > Pandora's Box : http://www.pandora-software.com
> >
> > *Everything in this message/post is purely IMHO and no-one-else's*
> >
> >
> >
>
>
>
>
>


Post a reply to this message


Attachments:
Download 'whiskey1.jpg' (7 KB) Download 'whiskey2.jpg' (6 KB) Download 'whiskey3.jpg' (6 KB) Download 'whiskey4.jpg' (7 KB) Download 'whiskey5.jpg' (6 KB)

Preview of image 'whiskey1.jpg'
whiskey1.jpg

Preview of image 'whiskey2.jpg'
whiskey2.jpg

Preview of image 'whiskey3.jpg'
whiskey3.jpg

Preview of image 'whiskey4.jpg'
whiskey4.jpg

Preview of image 'whiskey5.jpg'
whiskey5.jpg


 

From: Trevor Quayle
Subject: Re:
Date: 29 Aug 2001 08:48:20
Message: <3b8ce494@news.povray.org>
Your scene revisited using some of the features of the MegaPOV patch (plus
caustics from the regular POV).

Now I've just got to start fiddling with photons :)

-tgq


Post a reply to this message


Attachments:
Download 'whiskey.jpg' (86 KB)

Preview of image 'whiskey.jpg'
whiskey.jpg


 

From: Paragon
Subject: Re:
Date: 29 Aug 2001 14:28:50
Message: <3b8d3462@news.povray.org>
Thanks for the tips Trevor, it has greatly helped.  The scene I attached did
not have walls on all sides but I did try and render the scene with walls on
all sides and was still getting the black pixels.  But I have done what you
said and am now getting the results I want.

Thanks!
-Paragon
"Trevor Quayle" <tqu### [at] pwddcom> wrote in message
news:3b8ce494@news.povray.org...
> Your scene revisited using some of the features of the MegaPOV patch (plus
> caustics from the regular POV).
>
> Now I've just got to start fiddling with photons :)
>
> -tgq
>
>
>
>
>


Post a reply to this message

From: Paragon
Subject: Re:
Date: 29 Aug 2001 14:50:34
Message: <3b8d397a@news.povray.org>
Actually, I have had some success with the tips you gave me, but how you
achieved the glass in whiskey4.jpg is eluding me...is it possible for you to
post the scene files for that render (or the updated MegaPOV files if that's
the case)?

Thanks
-Paragon


"Trevor Quayle" <tqu### [at] pwddcom> wrote in message
news:3b8ce0b9@news.povray.org...
> After playing with the scene for a bit I think I may have found somewhat
of
> an answer.
> Some of the black came from the black background (you do have walls but
not
> on all sides, try  "background {color <1,1,1>}".  Some of the black are
> artifacts from not having max_trace_level high enough (I used 100 *ulp* to
> make sure there weren't any left but you can get away with lower).  After
> changing these any black that's left appear to come from the glass texture
> itself.  You have filter set to 0.7 so eventually, after moving through
the
> glass enough, the light fades to black. Try setting the filter value in
your
> glass texture higher (plus the other fixes mentioned) and the black should
> eventually disappear (at least I was able to get it to). Unless you want
> your glass to appear like that. As a side note, you may also want to try
use
> light fading in your glass to achieve the look you want for your glass.
Good
> luck
>
>
> -tgq
>
> Image 1 - no changes
> Image 2 - change "background {color <1,1,1>}"
> Image 3 - change "max_trace_level 100"
> Image 4 - change "color rgbf <1.0, 1.0, 1.0, 0.9>" in Glass2
> Bonus:
> Image 5 - add   "fade_distance 3  fade_power 1" to interior of Glass2
>
>
> "Paragon" <use### [at] hostcom> wrote in message
news:3b8c449c@news.povray.org...
> > Thank you for the reply but it seems to have not done the trick.  I
tried
> > taking away the reflection from the glass material as well as increasing
> the
> > max_trace_level but I still get the black distortions (even with very
high
> > max_trace_levels).  I have attached the files for the scene if anybody
> > wishes to try their hand at it.
> >
> > -Paragon
> >
> > "Scott Hill" <nos### [at] nospamthanks> wrote in message
> > news:3b8c2695@news.povray.org...
> > > "Paragon" <use### [at] hostcom> wrote in message
> > news:3b8c20d9@news.povray.org...
> > > > I've been experimenting with glass and have come
> > > > across some problems...
> > > >                                          ...the shot glass has all
> those
> > > > black inconsistencies.  There are walls covering all sides
> > > > of the objects, so the black is not anything reflected or
> > > > refracted.
> > >
> > >     First off, HTML posts are frowned upon by most people round here
> (yes,
> > > even in the binaries groups)...
> > >
> > >     Now to answer your question - Whilst you are right the black bits
> > aren't
> > > reflections of anything in your scene, they are caused by
reflection...
> > try
> > > removing the reflection from the glass material and the black bits
> should
> > > disappear...
> > >     You see, what's happening is the combination of reflection and
> > > refraction is causing 'total internal reflection' - where the rays POV
> is
> > > calculating bounce around and around inside the glass without
leaving -
> of
> > > course POV won't do this forever - it only calculates upto a finite
> amount
> > > of reflections and if it hasn't calculated a colour within that number
> it
> > > just colors the pixel black.
> > >     Fortunately you can specify how many reflections POV calculates -
I
> > > don't know how you do it in Moray, but you can add the following to
top
> of
> > > your .pov file :
> > >
> > > global_setting { max_trace_level <level> }
> > >
> > >     where <level> is the number of reflections you wish it to
> calculate -
> > > now the only problem is you may find that you never get rid of the
black
> > > bits completely and the higher the value for max_trace_level you pick
> the
> > > longer POV will spend rendering these parts of the scene...
> > > --
> > > Scott Hill.
> > > Software Engineer.
> > > E-Mail        : sco### [at] innocentcom
> > > Pandora's Box : http://www.pandora-software.com
> > >
> > > *Everything in this message/post is purely IMHO and no-one-else's*
> > >
> > >
> > >
> >
> >
> >
> >
> >
>
>
>


Post a reply to this message

From: Trevor Quayle
Subject: Re:
Date: 30 Aug 2001 07:46:39
Message: <3b8e279f@news.povray.org>
For whiskey 4.jpg I made the following exact changes to the files you
posted:
Turned off radiosity
Scale the glass larger by 3
Raised the camera location to location  < 2.424,-5.483, 5.253>
Change background colour to white "background{color<1,1,1>}"
Change max_trace_level to 100 (probably way higher than it needs to be but I
wanted to be sure to eliminate that problem)
And finally in the Glass2 texture in whiskey.inc, change the pigment to
color rgbf <1.0, 1.0, 1.0, 0.9>


If you want the light to appear darker use attenuation rather than changing
the filter component (It also makes the shadow look better)

Actually I have been playing with glass textures quite a bit this past week
and I find I prefer some of the MegaPOV options.  I rendered this one for
you last night (1h55min, photons, no radiosity (sorry to all ye radiosity
lovers, I haven't had much luck with it yet :( ))

Reply if you want some info on the MegaPOV settings I've been using

-tgq

"Paragon" <use### [at] hostcom> wrote in message news:3b8d397a@news.povray.org...
> Actually, I have had some success with the tips you gave me, but how you
> achieved the glass in whiskey4.jpg is eluding me...is it possible for you
to
> post the scene files for that render (or the updated MegaPOV files if
that's
> the case)?
>
> Thanks
> -Paragon
>


Post a reply to this message


Attachments:
Download 'whiskey6.jpg' (143 KB)

Preview of image 'whiskey6.jpg'
whiskey6.jpg


 

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