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18 Nov 2024 01:20:14 EST (-0500)
  The College Logo and University Seal (Message 1 to 10 of 10)  
From: =Bob=
Subject: The College Logo and University Seal
Date: 15 Nov 2004 20:05:34
Message: <4199525e@news.povray.org>
1280x1024 (366K), change the file extension to "bmp" for the original:

http://sdg.ag.uidaho.edu/Images/UiCalsLogo.png

Our college logo standing on the university seal. The seal
is a height field and the college logo is made up of splines.
This one rendered for 6 days.

Comments and suggestions always most welcome!
=Bob=


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From: Tim Nikias
Subject: Re: The College Logo and University Seal
Date: 16 Nov 2004 05:22:24
Message: <4199d4e0$1@news.povray.org>
Ooooh, nice and shiny! :-)

Are you using variable reflection? And maybe some blurred reflection might
look nice on the plate as well (though that would raise the rendertimes even
higher, I gather that the 6 days was due to the media)... Maybe switching
reflection off for the media could increase the rendertime, or at least a
media that has no_image but gets reflected with lower intervals/samples.

-- 
"Tim Nikias v2.0"
Homepage: <http://www.nolights.de>


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From: Shay
Subject: Re: The College Logo and University Seal
Date: 16 Nov 2004 16:45:03
Message: <419a74df@news.povray.org>
=Bob= wrote:

The logo is nicely done. What's up with that render time?

  -Shay


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From: Ross
Subject: Re: The College Logo and University Seal
Date: 16 Nov 2004 17:00:35
Message: <419a7883$1@news.povray.org>
"=Bob=" <robertUNDERSCOREdobbinsATmailDOTtdsDOTnet> wrote in message
news:4199525e@news.povray.org...
> 1280x1024 (366K), change the file extension to "bmp" for the original:
>
> http://sdg.ag.uidaho.edu/Images/UiCalsLogo.png
>
> Our college logo standing on the university seal. The seal
> is a height field and the college logo is made up of splines.
> This one rendered for 6 days.
>
> Comments and suggestions always most welcome!
> =Bob=
>
>

why so long? sphere sweeps? i havn't tried them since 3.5 or so... still
slow?


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From: =Bob=
Subject: Re: The College Logo and University Seal
Date: 16 Nov 2004 17:17:30
Message: <419a7c7a@news.povray.org>
"Tim Nikias" <JUSTTHELOWERCASE:timISNOTnikias(at)gmx.netWARE> wrote in message
news:4199d4e0$1@news.povray.org...
: Ooooh, nice and shiny! :-)
: Are you using variable reflection?

No, I'm not. I should try it though.

: And maybe some blurred reflection might
: look nice on the plate as well (though that would raise the rendertimes even
: higher, I gather that the 6 days was due to the media)...

Media, antialiasing method 2, depth 3,  threshold 0.01
and a  4x4 area light.

: Maybe switching
: reflection off for the media could increase the rendertime, or at least a
: media that has no_image but gets reflected with lower intervals/samples.

Right now, I have two light sources, but only one is interacting
with the media (the gold one off to the right).
=Bob=


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From: =Bob=
Subject: Re: The College Logo and University Seal
Date: 16 Nov 2004 17:18:52
Message: <419a7ccc@news.povray.org>
"Shay" <sah### [at] simcopartscom> wrote in message news:419a74df@news.povray.org...
: =Bob= wrote:
:
: The logo is nicely done. What's up with that render time?

Thanks! I think the render time is due to the combination of
media, antialiasing method 2, depth 3,  threshold 0.01 and a
4x4 area light.
=Bob=


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From: Slime
Subject: Re: The College Logo and University Seal
Date: 16 Nov 2004 17:57:49
Message: <419a85ed$1@news.povray.org>
> media

Oh, *that's* where those shadows are from. I don't think your media sampling
parameters are high enough; the shadow shouldn't look like bars.

Be sure to have two light sources: one in a light_group with the media, as a
point light. The other in a light group with the rest of the scene, as an
area light. This avoids doing area light sampling on the media which causes
huge unnecessary slowdowns. (Area light sampling is still done for the
shadow tests which pass through scattering media; this can be avoided by
giving the media no_shadow, but that may also change the appearance of the
media so weigh your options.)

> antialiasing method 2, depth 3,  threshold 0.01

Turn your threshold up. Make it at *least* 0.1. Preferably as high as 0.2.
Get it as high as you can without aliasing artifacts showing up. Right now
you're doing antialiasing in probably almost every pixel of the scene - even
in those huge, nearly solid colored areas where you'd never notice the
difference.

> a 4x4 area light.

Make it 5x5 and add "adaptive 1" to it. Then you'll do 3x3 sampling in
probably 99% of the scene, and 5x5 sampling only where necessary.

You might even try "adaptive 0" to get only 2x2 sampling in most of the
scene (and more only when necessary), but the one shadow I see is fairly
blurry so that may cause artifacts.

With some tweaking, I think this scene could be made to render in a matter
of a few hours.

 - Slime
 [ http://www.slimeland.com/ ]


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From: =Bob=
Subject: Re: The College Logo and University Seal
Date: 16 Nov 2004 20:34:24
Message: <419aaaa0@news.povray.org>
"Ross" <rli### [at] everestkcnet> wrote in message news:419a7883$1@news.povray.org...
[deletions]

: why so long? sphere sweeps? i havn't tried them since 3.5 or so... still
: slow?

The combination of everything: sphere sweeps, media, area
light, more than one light (there's a point light too), antialising
was severe but might have been over done (see Slime's
article).
=Bob=


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From: Slime
Subject: Re: The College Logo and University Seal
Date: 16 Nov 2004 21:02:47
Message: <419ab147$1@news.povray.org>
> The combination of everything: sphere sweeps

Ah, sphere sweeps tend to have poor bounding so they take a long time to
trace. It may actually speed up the trace if you replace them with lots of
short cylinders and spheres placed along a spline.

 - Slime
 [ http://www.slimeland.com/ ]


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From: =Bob=
Subject: Re: The College Logo and University Seal
Date: 17 Nov 2004 09:17:38
Message: <419b5d82@news.povray.org>
"Slime" <fak### [at] emailaddress> wrote in message news:419a85ed$1@news.povray.org...
: > media
: Oh, *that's* where those shadows are from. I don't think your media sampling
: parameters are high enough; the shadow shouldn't look like bars.

Yeah, I kind-of liked it that way, but I know what you mean.

: Be sure to have two light sources: one in a light_group with the media, as a
: point light. The other in a light group with the rest of the scene, as an
: area light. This avoids doing area light sampling on the media which causes
: huge unnecessary slowdowns. (Area light sampling is still done for the
: shadow tests which pass through scattering media; this can be avoided by
: giving the media no_shadow, but that may also change the appearance of the
: media so weigh your options.)

Yep, that's what I have.

: > antialiasing method 2, depth 3,  threshold 0.01
:
: Turn your threshold up. Make it at *least* 0.1. Preferably as high as 0.2.
: Get it as high as you can without aliasing artifacts showing up.

It was difficult to get the small stuff to antialias without
that threshold, but I can try higher values and a 5x5
area light as you suggest.

: Right now
: you're doing antialiasing in probably almost every pixel of the scene - even
: in those huge, nearly solid colored areas where you'd never notice the
: difference.

Ok, I can try that.

: > a 4x4 area light.
: Make it 5x5 and add "adaptive 1" to it. Then you'll do 3x3 sampling in
: probably 99% of the scene, and 5x5 sampling only where necessary.
: You might even try "adaptive 0" to get only 2x2 sampling in most of the
: scene (and more only when necessary), but the one shadow I see is fairly
: blurry so that may cause artifacts.
: With some tweaking, I think this scene could be made to render in a matter
: of a few hours.

Thanks! I will try your suggestions.
=Bob=


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