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Thanks, I'll post something tomorrow with Rad+AA. I tried AA+0.3 on another
machine without radiosity and didn't think it looked that great.
Do you think the photons did anything? It'll cut the render time in half if
I don't use them, although I think the 'vator didn't have the photon block
in it (the primary focus was the reflective buildings).
== John ==
Scene Statistics
Finite objects: 113743
Infinite objects: 2
Light sources: 31
Total: 113776
Render Statistics
Image Resolution 1600 x 900
Pixels: 1440479 Samples: 1440479 Smpls/Pxl: 1.00
Rays: 539201538 Saved: 9679580 Max Level: 10/10
Ray->Shape Intersection Tests Succeeded Percentage
Box 4400531437 979179631 22.25
Cone/Cylinder 6284892539 1123688833 17.88
CSG Intersection 1621473492 599831510 36.99
CSG Merge 830179 83935 10.11
CSG Union 39181732 30424078 77.65
Height Field 1906807130 1035561711 54.31
Height Field Box 1906807130 1503803900 78.87
Height Field Triangle 3136355527 1038241819 33.10
Height Field Block 1978196078 1152706201 58.27
Height Field Cell 24624417201 1649258803 6.70
Mesh 1092348093 577604985 52.88
Sphere 2440679870 2708694 0.11
Torus 166043555 21430886 12.91
Torus Bound 166043555 25793338 15.53
True Type Font 62964501 227542 0.36
Bounding Object 238604 17908 7.51
Clipping Object 13538730 7772756 57.41
Bounding Box 170275778983 54443257958 31.97
Light Buffer 16147868906 6240164219 38.64
Vista Buffer 237412863 157170636 66.20
Function VM calls: 7231124
Roots tested: 25793536 eliminated: 4190094
Calls to Noise: 2794709180 Calls to DNoise: 89035945
Shadow Ray Tests: 586008125 Succeeded: 384057181
Reflected Rays: 19917280 Total Internal: 176249
Refracted Rays: 10610093
Transmitted Rays: 146573947
Radiosity samples calculated: 83011 (0.48 %)
Radiosity samples reused: 17181016
Number of photons shot: 2438823540
Surface photons stored: 103095
Priority queue insert: 110402080
Priority queue remove: 60088623
Gather function called: 29029243
Gather radius expanded: 8519139
Smallest Alloc: 17 bytes
Largest Alloc: 14082784 bytes
Peak memory used: 1368959045 bytes
========================= Martian City Built! =========================
Total Scene Processing Times
Parse Time: 0 hours 15 minutes 16 seconds (916 seconds)
Photon Time: 3 hours 58 minutes 6 seconds (14286 seconds)
Render Time: 15 hours 41 minutes 26 seconds (56486 seconds)
Total Time: 19 hours 54 minutes 48 seconds (71688 seconds)
CPU time used: kernel 17.23 seconds, user 71463.45 seconds, total 71480.69
seconds
Render averaged 20.15 PPS over 1440000 pixels
POV-Ray finished
"Slime" <fak### [at] email address> wrote in message
news:420baa69@news.povray.org...
> This looks pretty good, but with all that detail, it *desparately* needs
> anti-aliasing!
>
> - Slime
> [ http://www.slimeland.com/ ]
>
>
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I can't download the image. Can someone do a smaller version? OE reports
that it can't be downloaded for me, and I've tried twice now... Thanks if
you do.
~Steve~
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From: John D Gwinner
Subject: Re: WIP - Nice View (dome city on Mars)
Date: 10 Feb 2005 14:11:24
Message: <420bb1dc@news.povray.org>
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Sure, here it is .. I resized to 800x 450 as well as shrank the file size.
Weird, I'm using OE to post and read.
== John ==
"St." <dot### [at] dot com> wrote in message news:420baf1c$1@news.povray.org...
>I can't download the image. Can someone do a smaller version? OE reports
> that it can't be downloaded for me, and I've tried twice now... Thanks if
> you do.
>
> ~Steve~
>
>
Post a reply to this message
Attachments:
Download 'NiceView-14bPhotonSmall.jpg' (174 KB)
Preview of image 'NiceView-14bPhotonSmall.jpg'
![NiceView-14bPhotonSmall.jpg](/povray.binaries.images/attachment/%3C420bb1dc%40news.povray.org%3E/NiceView-14bPhotonSmall.jpg?preview=1)
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"John D. Gwinner" <joh### [at] cornell edu> wrote in message
news:420bb1dc@news.povray.org...
> Sure, here it is .. I resized to 800x 450 as well as shrank the file size.
Wow! Thank you John, I appreciate the work that's gone into your scene.
Very nice!
>
> Weird, I'm using OE to post and read.
And I've downloaded bigger images before now, so I don't know what's
wrong - I've never had this problem before.
Anyway I'll check the webview to see the larger image, hopefully! ;)
~Steve~
>
> == John ==
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"St." <dot### [at] dot com> wrote in message news:420bb7d6@news.povray.org...
> Anyway I'll check the webview to see the larger image, hopefully! ;)
Just did, and I have to agree with Slime, please try the aa version? I
want to see the tops of those buildings...
~Steve~
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> Thanks, I'll post something tomorrow with Rad+AA. I tried AA+0.3 on
another
> machine without radiosity and didn't think it looked that great.
Hmm, try +A0.2 or even +A0.1 if you don't think you're getting good
anti-aliasing. You may also have the problem that some features are so thin
that you're missing parts of them, and this can only really be solved by
rendering at a higher resolution and scaling down, or by using +A0 which is
undesirable. Hmm, focal blur with a tiny aperature might also work, since it
performs a more random type of anti-aliasing...
> Do you think the photons did anything? It'll cut the render time in half
if
> I don't use them, although I think the 'vator didn't have the photon block
> in it (the primary focus was the reflective buildings).
I don't notice any photon effects offhand, but it's too hard to tell without
seeing a non-photon render. Try it without photons and see if it looks good.
There's no point using a feature if you don't need the effect that it
provides.
- Slime
[ http://www.slimeland.com/ ]
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"John D. Gwinner" <joh### [at] cornell edu> wrote:
> Doh! hit Send a little too fast
>
> == John ==
Terrific image! Lots of detail & strong colours.
How are you making the dome though? The shape looks kinda distorted in some
places.
Also,I would give the 'screens' a base to fix them to the railing, done in
the same texture as the railing, sort of like this:
Post a reply to this message
Attachments:
Download 'screen.jpg' (6 KB)
Preview of image 'screen.jpg'
![screen.jpg](/povray.binaries.images/attachment/%3Cweb.420c5398882e570b81aa40180%40news.povray.org%3E/screen.jpg?preview=1)
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"Mark Birch" <nomail@nomail> wrote in message
news:web.420c5398882e570b81aa40180@news.povray.org...
> Terrific image! Lots of detail & strong colours.
Thanks!
> How are you making the dome though? The shape looks kinda distorted in
> some
> places.
It's from the 'domenator' plug in for Moray - it's a hemesphere with
'windows' cut down in 4 quadrants, which is the 'distortion' you are
commenting about. It 'dips' lower in the gap between the two sets of
buildings.
I've been looking at it for so long I forget it's not obvious from the
inside what it looks lile. I'll post a picture from the outside when I get
some bugs fixed.
> Also,I would give the 'screens' a base to fix them to the railing, done in
> the same texture as the railing, sort of like this:
Wow, that's great feedback!
Thanks for the screen image, they are a little stark. The texture is sort
of messed up so I have to work on them anyway.
Actually, that looks nice, how did you do it? The bottom half almost looks
like a cylindrical blob.
== John ==
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"John D. Gwinner" <joh### [at] cornell edu> wrote:
>
>
> Actually, that looks nice, how did you do it? The bottom half almost looks
> like a cylindrical blob.
>
> == John ==
Glad you like it! No blobs though, it's just two superellipsoids. One a
rounded cylinder, and tho other a rounded box, in addition to the cylinder
rail & box 'screen'. Code is below - I tend to use a scale of 1 Pov unit=1
metre. Using a 'natural' sort of scale helps to keep proportions ...errr
'proportionate'.
cylinder{<-0.5, 0, 0> <0.5, 0, 0>, 0.030 texture{White}}
superellipsoid{<1.0, 0.2> rotate<0,90,0> scale<0.250, 0.050, 0.050>
texture{White}}
superellipsoid{<0.2, 0.2> scale<0.230, 0.080, 0.030> translate<0, 0.040, 0>
rotate<20, 0, 0> texture{White}}
box{<-0.220, 0, -0.015> <0.220, 0.400, 0.015> rotate<20, 0, 0>
texture{Green}}
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From: John D Gwinner
Subject: Re: WIP - Nice View (dome city on Mars)
Date: 12 Feb 2005 02:34:16
Message: <420db178@news.povray.org>
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"Mark Birch" <nomail@nomail> wrote in message
news:web.420ca9b6882e570bab4fe80e0@news.povray.org...
> Code is below - I tend to use a scale of 1 Pov unit=1
> metre. Using a 'natural' sort of scale helps to keep proportions ...errr
> 'proportionate'.
Thanks! I do that too, it does help to visualize things.
23h and line 596 out of 900 ... I'll work something in with the map next go
round. I need to fix the image mapping on the frame also.
== John ==
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