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From: TinCanMan
Subject: Re: POV-Ray vs. Lightwave image (16k + 20k)
Date: 9 Jul 2002 09:07:29
Message: <3d2ae011@news.povray.org>
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I had a try at rendering the image based on your source (with numerous
changes, including converting to the left handed sytem from moray's
right-handed one). For the lightsource I used an array of point lights
(12x12) rather than an area light, as I couldn't get smooth photons with an
area light. I also changed the materials to use fresnel reflection. One of
the most important changes here is the change in the colour definitions for
the walls. As you can see, the caustics appear white now where they are
oversaturated. As Nathan pointed out, you need to have non-zero components
(even if minimal) in all three colours:
Red = rgb <0.88039, 0.10196, 0.10980>
Blue = rgb <0.18039, 0.23922, 0.87843>
I found an article relating to light and colour a while ago that had stated
something to the fact that in real-life, pure R G or B colours don't exist,
they are only theoretical (or something like that, I don't have the link
anymore at present, but I'm sure it would be easy to find this information
somewhere again)
Render time 15h 43m 16s
Oddly enough, with the method I used the photons took virtually no time to
parse (<1s) yet they look very resonable.
-tgq
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Attachments:
Download 'test room.JPG' (72 KB)
Preview of image 'test room.JPG'
![test room.JPG](/povray.binaries.images/attachment/%3C3d2ae011%40news.povray.org%3E/test%20room.JPG?preview=1)
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> I had a try at rendering the image based on your source (with numerous
> changes, including converting to the left handed sytem from moray's
> right-handed one). For the lightsource I used an array of point lights
> (12x12) rather than an area light, as I couldn't get smooth photons with
an
> area light. I also changed the materials to use fresnel reflection. One
of
> the most important changes here is the change in the colour definitions
for
> the walls. As you can see, the caustics appear white now where they are
> oversaturated. As Nathan pointed out, you need to have non-zero
components
> (even if minimal) in all three colours:
> Red = rgb <0.88039, 0.10196, 0.10980>
> Blue = rgb <0.18039, 0.23922, 0.87843>
>
> I found an article relating to light and colour a while ago that had
stated
> something to the fact that in real-life, pure R G or B colours don't
exist,
> they are only theoretical (or something like that, I don't have the link
> anymore at present, but I'm sure it would be easy to find this information
> somewhere again)
>
> Render time 15h 43m 16s
> Oddly enough, with the method I used the photons took virtually no time to
> parse (<1s) yet they look very resonable.
>
> -tgq
Wow, there's an improvement! It looks very good, can you share your source?
-Paragon
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From: TinCanMan
Subject: Re: POV-Ray vs. Lightwave image (16k + 20k)
Date: 9 Jul 2002 15:02:48
Message: <3d2b3358@news.povray.org>
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> Wow, there's an improvement! It looks very good, can you share your
source?
>
> -Paragon
Certainly, I'll post the files in p.b.s-f. My apologies to you, the scene
files look nothing like the originals anymore after I fixed them up to match
my style of coding (especially moray's hideous right-handed method).
I virtually re-positioned each ball by trial and error to try to match the
original. Same with the camera parameters, the camera is now behind the
wall. (Inside rather, I used the method suggested by Captain Tylor with a
transparent inside texture and regulat outside texture. I originally tried
using no_image, but radiosity didn't seem to be affected by that wall with
this method).
-tgq
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From: Erik Noble
Subject: Re: POV-Ray vs. Lightwave image (16k + 20k)
Date: 9 Jul 2002 15:20:25
Message: <3d2b3779@news.povray.org>
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In article <3d2ae011@news.povray.org>, "TinCanMan" <Tin### [at] hotmail com> wrote:
>I had a try at rendering the image based on your source (with numerous
>changes, including converting to the left handed sytem from moray's
>right-handed one). For the lightsource I used an array of point lights
>(12x12) rather than an area light, as I couldn't get smooth photons with an
>area light. I also changed the materials to use fresnel reflection. One of
>the most important changes here is the change in the colour definitions for
>the walls. As you can see, the caustics appear white now where they are
>oversaturated. As Nathan pointed out, you need to have non-zero components
>(even if minimal) in all three colours:
>Red = rgb <0.88039, 0.10196, 0.10980>
>Blue = rgb <0.18039, 0.23922, 0.87843>
>
>I found an article relating to light and colour a while ago that had stated
>something to the fact that in real-life, pure R G or B colours don't exist,
>they are only theoretical (or something like that, I don't have the link
>anymore at present, but I'm sure it would be easy to find this information
>somewhere again)
>
>Render time 15h 43m 16s
>Oddly enough, with the method I used the photons took virtually no time to
>parse (<1s) yet they look very resonable.
>
>-tgq
>
As somebody that uses both PovRay and Lightwave, I have to say something.
First of all, to both Paragon and TinCanMan, those are fantastic renders, and
very close to the original. I've made attempts in the past to duplicat PovRay
images using Lightwave, with varying levels of success. It's refreshing to
see the challenge in the other direction.
I actually prefer Paragon's original image overall, but the caustics are
closer to the LW version in TinCanMan's version. The finish on the floating
glass sphere makes it look almost cartoony to me.
*Rarius-
There's another comparison to keep in mind besides price, namely render time.
I rendered up a passable image in LW in about 10 minutes. 15 hours in
Lightwave is more like an animation instead of a single frame. ;-)
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> I actually prefer Paragon's original image overall, but the caustics are
> closer to the LW version in TinCanMan's version. The finish on the
floating
> glass sphere makes it look almost cartoony to me.
Yes, there is a sort of 'halo' around the edge of the glass balls, this is a
result of the fresnel type variable reflection. I don't know if this is
realistic or if it is a pitfall of using fresnel with transparent objects.
I'll have to find myself a glass ball to look at.
-tgq
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"TinCanMan" <Tin### [at] hotmail com> wrote in message
news:3d2b4552$1@news.povray.org...
> > I actually prefer Paragon's original image overall, but the caustics are
> > closer to the LW version in TinCanMan's version. The finish on the
> floating
> > glass sphere makes it look almost cartoony to me.
> Yes, there is a sort of 'halo' around the edge of the glass balls, this is
a
> result of the fresnel type variable reflection. I don't know if this is
> realistic or if it is a pitfall of using fresnel with transparent objects.
> I'll have to find myself a glass ball to look at.
Did you try conserve_energy?
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> Did you try conserve_energy?
Yes
-tga
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"TinCanMan" <Tin### [at] hotmail com> wrote...
> > Did you try conserve_energy?
>
> Yes
Make sure to use "photons{ collect off }" for glass and metal objects.
-Nathan
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From: TinCanMan
Subject: Re: POV-Ray vs. Lightwave image (16k + 20k)
Date: 10 Jul 2002 07:52:01
Message: <3d2c1fe1@news.povray.org>
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> > Did you try conserve_energy?
>
> Yes
>
> -tga
Ooops! I must apologize, I didn't have it on. Usually I have it in there all
the time by default, but this time it must've slipped out and I didn't
notice. The effect disappears now, perhaps I'll run the long render over
night again for tomorrow.
-tgq
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From: TinCanMan
Subject: Re: POV-Ray vs. Lightwave image (16k + 20k)
Date: 10 Jul 2002 13:13:30
Message: <3d2c6b3a@news.povray.org>
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Here is a new render with the 'conserve_energy' put into the glass material,
much better (I hadn't noticed it missing earlier). Some of the other
quality settings have been changed.
Render Time: 1h 35m 26s (P4 1GHz 256RAM WIN2000)
Parse Time: 1s
# photons shot: 28400
# surface photons stored: 26816
global_settings {
adc_bailout 0.00001
ambient_light 1
assumed_gamma 1.8
max_trace_level 25
radiosity{
pretrace_start 0.08
pretrace_end 0.04
count 100
recursion_limit 5
nearest_count 10
error_bound 1.8
low_error_factor .5
minimum_reuse 0.0001
brightness 1
}
photons{
spacing 0.0033
radius 10
autostop 0
gather 200,1000
max_trace_level 5
}
}
20x20 array of spotlights used
glass and metal objects have a target value of 400 (20*20)
I am surprised to get such smooth photon results with such a large target
spacing factor and such a low parse time. Any clue as to why this is so?
-tgq
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Attachments:
Download 'test room2.JPG' (59 KB)
Preview of image 'test room2.JPG'
![test room2.JPG](/povray.binaries.images/attachment/%3C3d2c6b3a%40news.povray.org%3E/test%20room2.JPG?preview=1)
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