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16 Aug 2024 10:25:50 EDT (-0400)
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From: Christoph Hormann
Subject: Re: Crackle city mark 3 - 640 x 480ish
Date: 19 Mar 2002 16:02:14
Message: <3C97A754.F699D4B@gmx.de>
Tek wrote:
> 
> Okay, after 1.5 days rendering I've finally stopped it and chopped off the
> bottom 40 pixels or so!
> 

I have said this previously, but it would surely be a good idea to try a
different technique for the buildings.  The render time would be much
lower.

Christoph

-- 
POV-Ray tutorials, IsoWood include,                 
TransSkin and more: http://www.tu-bs.de/~y0013390/  
Last updated 18 Mar. 2002 _____./\/^>_*_<^\/\.______


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From: Tek
Subject: Re: Crackle city mark 3 - 640 x 480ish
Date: 19 Mar 2002 16:19:48
Message: <3c97ab74$1@news.povray.org>
Christoph Hormann <chr### [at] gmxde> wrote in message
news:3C9### [at] gmxde...
> I have said this previously, but it would surely be a good idea to try a
> different technique for the buildings.  The render time would be much
> lower.

You're right. But I don't know the formula/algorithm for crackle with metric 1.
A discrete approximation would be possible, but it would lose the sharp corners
(see my conversation with DJ).

Besides, it isn't the isosurface that's caused the slow down: The slow bit of
the image is the ground, which is non-reflective and so actually has less
ray-isosurface intersections per pixel than the buildings. The problem is mostly
the photons, which (AFAIK) only compute isosurface intersections during
initialisation. It's just the lighting calculations are taking ages. This isn't
helped by the noisy tarmac texture (so lots of extra rays for anti-aliasing).

--
Tek
http://www.evilsuperbrain.com


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From: DJ Wiza
Subject: Re: Crackle city mark 3
Date: 19 Mar 2002 16:26:03
Message: <3c97aceb@news.povray.org>
Bad news.  VERY bad news.  Even though I told my brother NOT to do it, he
decided to play Counterstrike on the computer I was rendering on.  Well,
Counterstrike locks up my computer when you quit, killing the render.  14
hours of CPU time WASTED!!!  I'm starting over now.

WAAAAAA!!!

-DJ

--
Remove the TRIMBRAKES to reply.

"DJ Wiza" <Kil### [at] TRIMBRAKESyahoocom> wrote in message
news:3c97789d@news.povray.org...
> Its been rendering for about 9 hours and 10 minutes now, and its rendering
> line 331 of 768 at abut 10 pixels per second.
>
> Even at this resolution and high AA, there are some issues.  The lines
> between windoww disappear sometimes at the tops of buildings.  Plus, I
think
> the windows are too bumpy.
>
> I went ahead and attached a screenshot of the current progress.
>
> -DJ
>
> --
> Remove the TRIMBRAKES to reply.
> "DJ Wiza" <Kil### [at] TRIMBRAKESyahoocom> wrote in message
> news:3c96f6c2@news.povray.org...
> > "Tek" <tek### [at] evilsuperbraincom> wrote in message
> > news:3c96f059$1@news.povray.org...
> > > > I wrote a macro for creating approximations for isosurfaces...
> > >
> > > Sounds very interesting. With a bit of work that could be really
useful.
> > >
> >
> > The best optimization would probably work by creating a mesh instead of
> tons
> > of objects.  However, I'm not sure how to do this.  I would probably
first
> > create a 3D array of booleans, each specifying whether or not the object
> > exists at that point.  Then I'd have to cycle through and run tests to
> find
> > edges of the object and create triangles.  That's the hard part.
> >
> > Anyways...I've begun rendering crackscape5.pov in 1024x768 AA 0.3 +FN
+AM
> > +R3, and changed the Radiosity from Fast to Normal.  It is currently
> > building the photon maps.  It's now amlost 12:30 in the night.  I'm
> heading
> > to bed.  I'll post the current progress tomorrow morning at around 9:30.
> >
> > -DJ
> >
> > --
> > Remove the TRIMBRAKES to reply.
> >
> >
>
>
>


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From: Deaken
Subject: Re: Crackle city mark 3
Date: 20 Mar 2002 04:34:33
Message: <3C985858.47C21726@sw-tech.com>
DJ Wiza wrote:
> 
> Bad news.  VERY bad news.  Even though I told my brother NOT to do it, he
> decided to play Counterstrike on the computer I was rendering on.  Well,
> Counterstrike locks up my computer when you quit, killing the render.  14
> hours of CPU time WASTED!!!  I'm starting over now.

Before starting over, uninstall your brother.

Deaken


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From: Marc-Hendrik Bremer
Subject: Re: Crackle city mark 3
Date: 20 Mar 2002 04:51:17
Message: <3c985b95$1@news.povray.org>
DJ Wiza schrieb in Nachricht <3c97aceb@news.povray.org>...
>Bad news.  VERY bad news.  Even though I told my brother NOT to do it, he
>decided to play Counterstrike on the computer I was rendering on.  Well,
>Counterstrike locks up my computer when you quit, killing the render.  14
>hours of CPU time WASTED!!!  I'm starting over now.


You know that "+c"-switch to continue an aborted trace, no? That way you
will only loose the last unfinished line.

Marc-Hendrik


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From: Is
Subject: Re: Crackle city mark 3 - 640 x 480ish
Date: 20 Mar 2002 09:31:50
Message: <3C989CEC.4050507@yahoo.com>
When you started this crackle city thing I was skeptical, but now.. holy 
crap this looks nice. with the exception of the streets being blocky, 
the scene is very nice. the buildngs are simple awesome.

Is

Tek wrote:
> Okay, after 1.5 days rendering I've finally stopped it and chopped off the
> bottom 40 pixels or so!
> 
> I think I used too many photons, but they do add really nice lighting to the
> foreground (which would otherwise be in shadow).
> 
> It looks a bit stretched on my backdrop, but it will do until DJ finishes his
> render :)
> 
> --
> Tek
> http://www.evilsuperbrain.com
> 
> 
> 
> 
>


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From: Tek
Subject: Re: Crackle city mark 3 - 640 x 480ish
Date: 20 Mar 2002 16:41:31
Message: <3c99020b$1@news.povray.org>
Is <xrf### [at] yahoocom> wrote in message news:3C9### [at] yahoocom...
> When you started this crackle city thing I was skeptical, but now.. holy
> crap this looks nice. with the exception of the streets being blocky,
> the scene is very nice. the buildngs are simple awesome.
>
> Is

Ah well when I was starting it I just wanted to know if I could make a good city
without having to model things. I think the answer is "yes" :)

--
Tek
http://www.evilsuperbrain.com


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From: RAY
Subject: Re: Crackle city mark 3 - 640 x 480ish
Date: 20 Mar 2002 17:36:46
Message: <3c990efe$1@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote in message
news:3c97a2ca@news.povray.org...
> Okay, after 1.5 days rendering I've finally stopped it and chopped off the
> bottom 40 pixels or so!
>
> I think I used too many photons, but they do add really nice lighting to
the
> foreground (which would otherwise be in shadow).
Buildings like these generally have windows that aren't perfectly flat, but
slightly curved inward (I'd like to see how much time THAT would take to
render ;)
> It looks a bit stretched on my backdrop, but it will do until DJ finishes
his
I think that the street is too grainy, change the texture, and make the
white stripes have a lower ambient.


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From: Corey Woodworth
Subject: Re: Crackle city mark 3 - 640 x 480ish
Date: 20 Mar 2002 17:53:31
Message: <3c9912eb$1@news.povray.org>
"RAY" <RAY### [at] yahoocom> wrote in message
news:3c990efe$1@news.povray.org...
>
> "Tek" <tek### [at] evilsuperbraincom> wrote in message
> news:3c97a2ca@news.povray.org...
> > Okay, after 1.5 days rendering I've finally stopped it and chopped off
the
> > bottom 40 pixels or so!
> >
> > I think I used too many photons, but they do add really nice lighting to
> the
> > foreground (which would otherwise be in shadow).
> Buildings like these generally have windows that aren't perfectly flat,
but
> slightly curved inward (I'd like to see how much time THAT would take to
> render ;)
> > It looks a bit stretched on my backdrop, but it will do until DJ
finishes
> his
> I think that the street is too grainy, change the texture, and make the
> white stripes have a lower ambient.

Also thinner. It looks like a city for small people with BIG cars


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From: Tek
Subject: Re: Crackle city mark 3 - 640 x 480ish
Date: 20 Mar 2002 19:16:21
Message: <3c992655$1@news.povray.org>
You know, I didn't notice the width of the roads until you pointed it out! It's
obvious now I look at it. :)

BTW Ray, the windows are curved, though only using a normal function. To curve
each window slightly inwards in 3D would be fairly straighforwards, just add
something to the isosurface based on the same function that defines the edges of
the windows. I might give it a go.

--
Tek
http://www.evilsuperbrain.com


Corey Woodworth <cdw### [at] mpinetnet> wrote in message
news:3c9912eb$1@news.povray.org...
>
> "RAY" <RAY### [at] yahoocom> wrote in message
> news:3c990efe$1@news.povray.org...
> >
> > "Tek" <tek### [at] evilsuperbraincom> wrote in message
> > news:3c97a2ca@news.povray.org...
> > > Okay, after 1.5 days rendering I've finally stopped it and chopped off
> the
> > > bottom 40 pixels or so!
> > >
> > > I think I used too many photons, but they do add really nice lighting to
> > the
> > > foreground (which would otherwise be in shadow).
> > Buildings like these generally have windows that aren't perfectly flat,
> but
> > slightly curved inward (I'd like to see how much time THAT would take to
> > render ;)
> > > It looks a bit stretched on my backdrop, but it will do until DJ
> finishes
> > his
> > I think that the street is too grainy, change the texture, and make the
> > white stripes have a lower ambient.
>
> Also thinner. It looks like a city for small people with BIG cars
>
>


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