POV-Ray : Newsgroups : povray.binaries.images : Dice Theme again - about 63 day rendering time Server Time
14 Aug 2024 11:18:03 EDT (-0400)
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From: Rene Schwietzke
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 07:36:06
Message: <3dd4ea36$1@news.povray.org>
Here we go. A test rendering with focal blur settings:

aperture 0.4            
blur_samples 127
focal_point <0,23.2,0>
variance 0
confidence 0.99999

No transparency. BTW, the original image used 140 blur samples.

Bye,
Rene
-- 
Rene Schwietzke
r.schwietzke<at>reneschwietzke.de
http://www.rene-schwietzke.de/


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From: Peter Popov
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 08:12:09
Message: <vjs9tuct1uahe1u1i6omahmuqc4447s4c0@4ax.com>
On Fri, 15 Nov 2002 13:36:06 +0100, "Rene Schwietzke"
<ren### [at] reneschwietzkede> wrote:

>Here we go. A test rendering with focal blur settings:

Err... still square. Guess that invalidates my theory :(


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: Rene Schwietzke
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 08:38:29
Message: <3dd4f8d5$1@news.povray.org>
Weeks ago, we had a discussion thread "Odd blur effect: squared spheres"
started by me. Maybe this brings light into the darkness. Check it out.

Cite:  "...the focal blur is achieved by scattering the camera location
point in a rectangular area, while maintaining the focal point the
same. The size of this area is determined by the aperature keyword"

Rene
--
Rene Schwietzke
r.schwietzke<at>reneschwietzke.de
http://www.rene-schwietzke.de/


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From: Peter Popov
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 09:35:39
Message: <n51atu0crjj2uhjs4v9a0fnmmkgknbb6go@4ax.com>
On Fri, 15 Nov 2002 14:38:28 +0100, "Rene Schwietzke"
<ren### [at] reneschwietzkede> wrote:

>Cite:  "...the focal blur is achieved by scattering the camera location
>point in a rectangular area, while maintaining the focal point the
>same. The size of this area is determined by the aperature keyword"

I know how it works, but I had the strange suspicion that for certain
numbers of blur_samples (so-called hex numbers,
http://mathworld.wolfram.com/HexNumber.html) the pattern used is a
regular hexagonal pattern instead. Some code in both consts.inc and
render.cpp verify my suspicion. However, this is only true for the
first three hex numbers (1 excluded :) ) and not for all of them,
which is kinda sad, because I would love to see it at work for, say,
169 samples. Even if it just creates hexagonal artifacts instead of
square ones, it will still be better, esp. considering that in real
life most shutters are hexagonal.


Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG      e-mail : pet### [at] tagpovrayorg


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From: TinCanMan
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 09:36:39
Message: <3dd50677$1@news.povray.org>
> You are right! The finish does not completely satisfy me. I am going to
> compare it with my real dice at home and maybe I will change it and give
it
> second try. Radiosity lighting could also be a way to improve the overall
> appearance...I am going to try it.

The best solution for this is to avoid using specular or phong highlights,
but instead make the light source(s) visible light sources so that the
highlights are the reflections of the actual light sources.

-tgq


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From: Christoph Hormann
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 10:06:52
Message: <3DD50D8B.DF1B158B@gmx.de>
Peter Popov wrote:
> 
> I know how it works, but I had the strange suspicion that for certain
> numbers of blur_samples (so-called hex numbers,
> http://mathworld.wolfram.com/HexNumber.html) the pattern used is a
> regular hexagonal pattern instead. Some code in both consts.inc and
> render.cpp verify my suspicion. However, this is only true for the
> first three hex numbers (1 excluded :) ) and not for all of them,
> which is kinda sad, because I would love to see it at work for, say,
> 169 samples. Even if it just creates hexagonal artifacts instead of
> square ones, it will still be better, esp. considering that in real
> life most shutters are hexagonal.

MLPov 0.8 contains an extension of the focal blur functionality called
'bokeh_pigment' that allows detailed control of this.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 15 Nov. 2002 _____./\/^>_*_<^\/\.______


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From: Andrew Coppin
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 15 Nov 2002 17:06:18
Message: <3dd56fda@news.povray.org>
Dear god that's a long time... Cool image though :-)

Andrew.


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From: Bubba Gump
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 20 Nov 2002 09:47:54
Message: <3ddba09a@news.povray.org>
I looked for MLPov 0.8, but couldn't find it anywhere. Could you please post
a link?

Thanks,

Mike

"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3DD50D8B.DF1B158B@gmx.de...
>
>
> Peter Popov wrote:
> >
> > I know how it works, but I had the strange suspicion that for certain
> > numbers of blur_samples (so-called hex numbers,
> > http://mathworld.wolfram.com/HexNumber.html) the pattern used is a
> > regular hexagonal pattern instead. Some code in both consts.inc and
> > render.cpp verify my suspicion. However, this is only true for the
> > first three hex numbers (1 excluded :) ) and not for all of them,
> > which is kinda sad, because I would love to see it at work for, say,
> > 169 samples. Even if it just creates hexagonal artifacts instead of
> > square ones, it will still be better, esp. considering that in real
> > life most shutters are hexagonal.
>
> MLPov 0.8 contains an extension of the focal blur functionality called
> 'bokeh_pigment' that allows detailed control of this.
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 15 Nov. 2002 _____./\/^>_*_<^\/\.______


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From: Christoph Hormann
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 20 Nov 2002 12:26:15
Message: <3DDBC5B5.A1D50030@gmx.de>
Bubba Gump wrote:
> 
> I looked for MLPov 0.8, but couldn't find it anywhere. Could you please post
> a link?

I think it is not available on the web right now.  The old (megapov based)
version is on:

http://martial.rameaux.free.fr/mael/MLPov.html

The link posted in:

news://news.zoo-logique.org/aj8g57%241i8%241%40hebus.grizzlydev.com

is no more functional.

Christoph

-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 15 Nov. 2002 _____./\/^>_*_<^\/\.______


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From: Mike
Subject: Re: Dice Theme again - about 63 day rendering time
Date: 20 Nov 2002 14:15:12
Message: <3ddbdf40$1@news.povray.org>
That's unfortunate (its unavailability), I sure would like to play with the
bokeh_pigment on this scene and see how good it is..
"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3DDBC5B5.A1D50030@gmx.de...
>
>
> Bubba Gump wrote:
> >
> > I looked for MLPov 0.8, but couldn't find it anywhere. Could you please
post
> > a link?
>
> I think it is not available on the web right now.  The old (megapov based)
> version is on:
>
> http://martial.rameaux.free.fr/mael/MLPov.html
>
> The link posted in:
>
> news://news.zoo-logique.org/aj8g57%241i8%241%40hebus.grizzlydev.com
>
> is no more functional.
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 15 Nov. 2002 _____./\/^>_*_<^\/\.______


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