POV-Ray : Newsgroups : povray.binaries.images : Spill Server Time
8 Aug 2024 12:24:05 EDT (-0400)
  Spill (Message 5 to 14 of 14)  
<<< Previous 4 Messages Goto Initial 10 Messages
From: Jörg 'Yadgar' Bleimann
Subject: Re: Spill
Date: 13 Aug 2005 16:32:16
Message: <42fe58d0$1@news.povray.org>
High!

Slime wrote:
> The liquid didn't come out exactly like I wanted. I just made this out of
> boredom the other day. Took over a day to render, I think there's too much
> internal reflection or something...

Obviously, adhesion works right only on the left side of each "ripple"...

See you in Khyberspace!

Yadgar


Post a reply to this message

From: Slime
Subject: Re: Spill
Date: 13 Aug 2005 18:38:32
Message: <42fe7668$1@news.povray.org>
> So... your name is Slime... and you just rendered... some slime? Is that
> about right?

Just about, I guess. =) My name actually comes from the Slime monster in
Dragon Warrior games.

> Looks fantastic BTW. The surface tension, the refraction, the slight
> opacity... Not sure I'd have waited a day though. ;-)

Thanks. I started it before going to bed, let it run for the next day, and
it was finished when I got up the day after. There's a 9x9 area light, and
despite the adaptive keyword, I think it's doing all 81 samples for every
pixel underneath the liquid. Not sure if I can fix that. (Bringing it down
to 5x5 doesn't look so good, but maybe with jitter and antialiasing to
counter the jittering...)

I wanted radiosity too, but that was just too slow (even with low settings)
so I settled for some shadowless lights.

> What kinda system did you use to get that render time?

2.6 GHz P4 with HT, 1 GB RAM (not that the memory is necessary for this
scene).

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


Post a reply to this message

From: Slime
Subject: Re: Spill
Date: 13 Aug 2005 18:40:01
Message: <42fe76c1@news.povray.org>
>    Yeah, that's right, his name's Slime... 'Slime Slug'...


Hmm, is this a reference to something? I have no idea what you're talking
about. =)

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


Post a reply to this message

From: Slime
Subject: Re: Spill
Date: 13 Aug 2005 18:46:15
Message: <42fe7837@news.povray.org>
> Obviously, adhesion works right only on the left side of each "ripple"...

Actually, the liquid between the ripples is just about in the center of the
grooves. It's just that only the right side of the grooves (the left side of
the ripples) are lit, so it looks like they're hugging that side. On top of
that, the effect of perspective on the left side of the image makes it look
like there's more space to the left of the liquid than there really is.

I'm rendering a new version with some changes that might help. The ambient
lighting on the ripples is more visible, and the liquid sticks to them a
little more closely. Trying out 3.7beta7 to see how much faster it goes,
since I don't need radiosity.

Funny thing is, the liquid was actually an afterthought. The original image
was just the ridges and I thought it needed something to make it more
interesting.

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


Post a reply to this message

From: Orchid XP v2
Subject: Re: Spill
Date: 14 Aug 2005 04:23:50
Message: <42feff96$1@news.povray.org>
>>So... your name is Slime... and you just rendered... some slime? Is that
>>about right?
> 
> Just about, I guess. =) My name actually comes from the Slime monster in
> Dragon Warrior games.

...so now you're a monster? :-|

>>Looks fantastic BTW. The surface tension, the refraction, the slight
>>opacity... Not sure I'd have waited a day though. ;-)
> 
> 
> Thanks. I started it before going to bed, let it run for the next day, and
> it was finished when I got up the day after. There's a 9x9 area light, and
> despite the adaptive keyword, I think it's doing all 81 samples for every
> pixel underneath the liquid. Not sure if I can fix that. (Bringing it down
> to 5x5 doesn't look so good, but maybe with jitter and antialiasing to
> counter the jittering...)

I did an image a while back using a 256x256 area light + radiosity. It 
didn't take that long...

I have a vague feeling that "adaptive" only works properly for a power 
of two - anyone confirm/deny?

Anyway... I presume the grooves are an isosurface? What about the liquid 
- what's that? Does it use some kind of media?

>>What kinda system did you use to get that render time?
> 
> 
> 2.6 GHz P4 with HT, 1 GB RAM (not that the memory is necessary for this
> scene).

Mmm, OK... So not slow then. Does look good though...


Post a reply to this message

From: St 
Subject: Re: Spill
Date: 14 Aug 2005 04:35:49
Message: <42ff0265@news.povray.org>
"Slime" <fak### [at] emailaddress> wrote in message 
news:42fe76c1@news.povray.org...
>>    Yeah, that's right, his name's Slime... 'Slime Slug'...
>
>
> Hmm, is this a reference to something? I have no idea what you're talking
> about. =)

     No, just gave you a comic strip handle, and having a bit of a laugh on 
a Saturday night with our mascot, that's all.

       Is that ok?  ;)

      Smile, and the World smiles with you.  :)


    ~Steve~



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


Post a reply to this message

From: Alain
Subject: Re: Spill
Date: 14 Aug 2005 10:07:25
Message: <42ff501d@news.povray.org>
Orchid XP v2 nous apporta ses lumieres en ce 2005-08-14 04:23:

> 
> I did an image a while back using a 256x256 area light + radiosity. It 
> didn't take that long...
> 
> I have a vague feeling that "adaptive" only works properly for a power 
> of two - anyone confirm/deny?
> 
> Anyway... I presume the grooves are an isosurface? What about the liquid 
> - what's that? Does it use some kind of media?
>
It's power of 2 PLUS 1 for optimum subdivisions. Adaptive 0 start at 2*2, adaptive 1
at 3*3, 
adaptive 2 at 5*5, adaptive 3 at 9*9, adaptive 4 at 17*17...
You should start at adaptive 0 and increase if you get artefacts.

Alain


Post a reply to this message

From: Orchid XP v2
Subject: Re: Spill
Date: 14 Aug 2005 10:12:56
Message: <42ff5168$1@news.povray.org>
>> I have a vague feeling that "adaptive" only works properly for a power 
>> of two - anyone confirm/deny?
>>
> It's power of 2 PLUS 1 for optimum subdivisions. Adaptive 0 start at 
> 2*2, adaptive 1 at 3*3, adaptive 2 at 5*5, adaptive 3 at 9*9, adaptive 4 
> at 17*17...
> You should start at adaptive 0 and increase if you get artefacts.

Right. Glad we cleared that up...


Post a reply to this message

From: Slime
Subject: Re: Spill
Date: 14 Aug 2005 12:28:30
Message: <42ff712e$1@news.povray.org>
> > Just about, I guess. =) My name actually comes from the Slime monster in
> > Dragon Warrior games.
>
> ...so now you're a monster? :-|


Yeah, but I only have like 3 or 4 HP so don't worry about it.

> I did an image a while back using a 256x256 area light + radiosity. It
> didn't take that long...

Without adaptive? Keep in mind that as the rays travel through the liquid,
they reflect and refract and end up hitting a lot of surfaces (the max trace
level of 5 is reached), and for every intersection the area light has to be
sampled for shadows. I just don't want to think what radiosity will add to
that (it was slow enough without the liquid part).

> Anyway... I presume the grooves are an isosurface? What about the liquid
> - what's that? Does it use some kind of media?

Yes, the grooves are an isosurface, as is the liquid, which makes use of the
first isosurface's function to "cut" the shape of the grooves (plus surface
tension) out of itself. The liquid is reflective and refractive, and has
some emission and absorption media (which is what most of the color is
from).

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


Post a reply to this message

From: Orchid XP v2
Subject: Re: Spill
Date: 14 Aug 2005 13:17:20
Message: <42ff7ca0$1@news.povray.org>
>>>Just about, I guess. =) My name actually comes from the Slime monster in
>>>Dragon Warrior games.
>>
>>...so now you're a monster? :-|
> 
> 
> 
> Yeah, but I only have like 3 or 4 HP so don't worry about it.

...right...I'm going to stop persuing this line of conversation now...

>>I did an image a while back using a 256x256 area light + radiosity. It
>>didn't take that long...
> 
> 
> Without adaptive? 

:-|

Hell no!! That's *with* adaptive. ;-)

> Keep in mind that as the rays travel through the liquid,
> they reflect and refract and end up hitting a lot of surfaces (the max trace
> level of 5 is reached), and for every intersection the area light has to be
> sampled for shadows. I just don't want to think what radiosity will add to
> that (it was slow enough without the liquid part).

They only reflect and refract when they *hit* the liquid, not as they 
travel through it. (Although that might make it look even better - but I 
don't wanna think about how slow that would be!)


Post a reply to this message

<<< Previous 4 Messages Goto Initial 10 Messages

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.