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From: m1j
Subject: Re: Dome lights
Date: 20 Dec 2005 14:55:01
Message: <web.43a86066e93c309aed196ef10@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> I got interested in m1j's post about "dome lighting" based on HDRI maps
>
(http://news.povray.org/povray.binaries.images/thread/%3Cweb.43912795ae23e4252f222b3b0%40news.povray.org%3E/)
> so I had a try at it (using my own code however, based on a geodesic dome
> macro I wrote many years ago) with impressive results.
>
> HDRI2a.jpg shows a scene using HDRI with radiosity lighting (medium-low
> quality settings though)
> HDRI2c.jpg shows the same scene using the dome lighting based on the HDRI
> (with a threshold limit)
> the rest use the dome lighting using different HDRI maps.  As a note, each
> took on average 10mins to render (no AA or rad)
>
> -tgq

A great example of photons!


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From: Trevor G Quayle
Subject: Re: Dome lights
Date: 22 Dec 2005 01:12:54
Message: <43aa43e6@news.povray.org>
A sample from my latest work on this project.  DomeLight.jpg is the actual 
image.  DomeLightEval.jpg is a secondary output from the macro that  allows 
the scene and adjustments to be pre-evaluated.  The blue and red dots 
represent where samples are taken, with red being above the threshold and 
getting a light, and blue being below with no light.  You can see in certain 
patches where the dots are much denser, this results from the adaptive 
sampling option.  I will post the new code later when I'm a bit more 
satisfied with it.
I ended up not doing subsampling for evaluating light sources as I found 
that more often it would steal lights away than adding additional lights to 
the scene.  I may end up adding a small scale subsampling only to average 
the light colour/intensity of lightsources without adding or removing light 
sources though if I like the looks of it.

-tgq


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From: David Brickell
Subject: Re: Dome lights
Date: 24 Dec 2005 15:23:38
Message: <43adae4a$1@news.povray.org>
Wow

I am really impressed with the quality of the images you are producing 
with this technique.  I have been doing a few google searches on 
geodesic dome construction before attempting to code anything myself. 
This is something I definately want to persue though once I have some 
basic understanding.  Its been a while since I coded anything in POV so 
I hope this spurs me on to creating something just as wonderful.

Quick question though.  I understand that the brightness of the lights 
is adjusted based on the sample you take from the HDR image.  Do you 
also sample the colour and adjust the light source colour based on this?

Keep up the GREAT work.

Dave.


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From: m1j
Subject: Re: Dome lights
Date: 26 Dec 2005 19:55:01
Message: <web.43b090b6e93c309a2f222b3b0@news.povray.org>
"Trevor G Quayle" <Tin### [at] hotmailcom> wrote:
> A sample from my latest work on this project.  DomeLight.jpg is the actual
> image.  DomeLightEval.jpg is a secondary output from the macro that  allows
> the scene and adjustments to be pre-evaluated.  The blue and red dots
> represent where samples are taken, with red being above the threshold and
> getting a light, and blue being below with no light.  You can see in certain
> patches where the dots are much denser, this results from the adaptive
> sampling option.  I will post the new code later when I'm a bit more
> satisfied with it.
> I ended up not doing subsampling for evaluating light sources as I found
> that more often it would steal lights away than adding additional lights to
> the scene.  I may end up adding a small scale subsampling only to average
> the light colour/intensity of lightsources without adding or removing light
> sources though if I like the looks of it.
>
> -tgq

Here are the last two sets of code I tried. Without photons My renders range
from 4 to 15 minutes. With photons it gets pushed closer to 30 to 50
minutes.

I am sure I could still improve this but I like your results and my use your
code instead.


#macro PSURFACE2(PS,U,V)
    #local W = 1 - U - V;
    #local u2 = U * U;
    #local u3 = u2 * U;
    #local v2 = V * V;
    #local v3 = v2 * V;
    #local w2 = W * W;
    #local w3 = w2 * W;
     (w3*PS[0] + (3*U*w2)*PS[1] + (3*u2*W)*PS[2] + u3*PS[3] + (3*w2*V)*PS[4]
+ (6*W*U*V)*PS[5] + (3*u2*V)*PS[6] + (3*W*v2)*PS[7] + (3*v2*U)*PS[8] +
v3*PS[9])
#end

//light dome from image.

#macro
DOMELITE2(SP,YANGLE,MULT,CLIPV,THRES,LSAMPL,RAD,AREA,AS,LV,FNAME,FTYPE)
#switch(FTYPE )
  #case(0)
    #local PIMAGE = function {pigment{image_map {jpeg FNAME}}}//grab image
  #break
  #case(1)
    #local PIMAGE = function {pigment{image_map {png FNAME}}}//grab image
  #break
  #case(2)
    #version unofficial megapov 1.21;
    #local PIMAGE = function {pigment{image_map {hdr FNAME}}}//grab image
  #break
#end
// #local PS = array[10]
{<0,RAD,0>,<RAD*0.6,RAD,0>,<RAD,RAD*0.6,0>,<RAD,0,0>,<0,RAD,RAD*0.6>,<RAD*0.6,RAD*0.6,RAD*0.6>,<RAD,0,RAD*0.6>,<0,RAD*0
.6,RAD>,<RAD*0.6,0,RAD>,<0,0,RAD>};
#local PS = array[10]
{<0,0,RAD>,<0,RAD*0.6,RAD>,<0,RAD,RAD*0.6>,<0,RAD,0>,<RAD*0.6,0,RAD>,<RAD*0.6,RAD*0.6,RAD*0.6>,<RAD*0.6,RAD,0>,<RAD,0,R
AD*0.6>,<RAD,RAD*0.6,0>,<RAD,0,0>};
 /*                         1           2                3              4
      5               6                          7               8
    9            10*/
#local Q = 0;
#while(Q < 4)
#local U = 0;
#while(U < 1-(1/SP))
  #local V = 0;
  #while(V < 1-U-(1/SP)/2)


    #local LLOC = PSURFACE2(PS,V,U);

    #local COL = PIMAGE(U/4+Q/4,V,0);///4+Q/4

        light_source{LLOC color (COL*MULT)
          #if(LV) looks_like{sphere{LLOC,RAD/SP pigment{color COL}
finish{ambient 1}}} #end
          #if(AREA) area_light  <AS, 0, 0> <0, 0, AS>   4, 4 adaptive 1
jitter  circular  orient  #end
          #if(COL.gray > 0.5) photons {refraction on reflection on} #end
          rotate y*(Q*90)
        }

  #local V = V + 1/SP;
  #end
#local U = U + 1/SP;
#end
#local Q = Q + 1;
#end

#end


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From: m1j
Subject: Re: Dome lights
Date: 26 Dec 2005 20:10:00
Message: <web.43b0938ee93c309a2f222b3b0@news.povray.org>
Here is an example of the light distribution with my last set of code.


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From: Trevor G Quayle
Subject: Re: Dome lights
Date: 4 Jan 2006 11:35:00
Message: <web.43bbf8c5e93c309a6c4803960@news.povray.org>
David Brickell <d.b### [at] nospamgmailcom> wrote:
> Wow
>
> I am really impressed with the quality of the images you are producing
> with this technique.  I have been doing a few google searches on
> geodesic dome construction before attempting to code anything myself.
> This is something I definately want to persue though once I have some
> basic understanding.  Its been a while since I coded anything in POV so
> I hope this spurs me on to creating something just as wonderful.
>

Thanks, not sure if its a true geodesic dome, I just created an algorithm
that subdivides a sphere into equal triangles to try to get an even spacing

> Quick question though.  I understand that the brightness of the lights
> is adjusted based on the sample you take from the HDR image.  Do you
> also sample the colour and adjust the light source colour based on this?
>
> Keep up the GREAT work.

Yes, the colour is sampled as well.  So if there is a predominant colour in
the image, it will show up in the lighting

-tgq
>
> Dave.



-tgq


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From: Trevor G Quayle
Subject: Re: Dome lights
Date: 4 Jan 2006 11:35:00
Message: <web.43bbf92ae93c309a6c4803960@news.povray.org>
"m1j" <mik### [at] hotmailcom> wrote:
> Here is an example of the light distribution with my last set of code.

Looks like a nice even distribution, you should get better results with that

-tgq


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