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Scene Statistics
Finite objects: 31810
Infinite objects: 2
Light sources: 4
Total: 31816
Render Statistics
Image Resolution 3400 x 2550
Pixels: 8670000 Samples: 9363766 Smpls/Pxl: 1.08
Rays: 10717844 Saved: 0 Max Level: 5/6
Ray->Shape Intersection Tests Succeeded Percentage
Blob 2750120549 557066731 20.26
Blob Component 13965290579 4155668033 29.76
Blob Bound 284699381975 74657668932 26.22
Box 2754909137 2754909137 100.00
Plane 5509818274 2754908691 50.00
Sphere 19963229591 3477444594 17.42
Bounding Box 283070648092 114572741986 40.47
Vista Buffer 312002316 201997261 64.74
Roots tested: 904413343 eliminated: 83159393
Calls to Noise: 1565836650 Calls to DNoise: 40909504
Media Intervals: 800656 Media Samples: 10473194
(13.08)
Shadow Ray Tests: 4094774567 Succeeded: 2041639781
Transmitted Rays: 1354078
Smallest Alloc: 18 bytes
Largest Alloc: 5787736 bytes
Peak memory used: 69787839 bytes
Total Scene Processing Times
Parse Time: 0 hours 1 minutes 17 seconds (77 seconds)
Photon Time: 0 hours 0 minutes 0 seconds (0 seconds)
Render Time: 12 hours 19 minutes 4 seconds (44344 seconds)
Total Time: 12 hours 20 minutes 21 seconds (44421 seconds)
CPU time used: kernel 5.91 seconds, user 44345.25 seconds, total
44351.16 seconds
Render averaged 195.49 PPS over 8670000 pixels
POV-Ray finished
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Attachments:
Download 'tree-11-final.jpg' (28 KB)
Preview of image 'tree-11-final.jpg'
![tree-11-final.jpg](/povray.binaries.images/attachment/%3C459aba67%40news.povray.org%3E/tree-11-final.jpg?ttop=443866&toff=4050&preview=1)
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It's a bit dark, but somehow homey and looks like Christmas :)
--
Eero "Aero" Ahonen
http://www.zbxt.net
aer### [at] removethis zbxt net invalid
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Eero Ahonen wrote:
> It's a bit dark, but somehow homey and looks like Christmas :)
>
In fact, it's beginning to look a LOT like Christmas! :)
...Chambers
PS I'd love to see this with a string of lights around the tree, rather
than just the few points you have.
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Ben Chambers wrote:
> Eero Ahonen wrote:
>> It's a bit dark, but somehow homey and looks like Christmas :)
>>
>
> In fact, it's beginning to look a LOT like Christmas! :)
>
> ...Chambers
>
> PS I'd love to see this with a string of lights around the tree, rather
> than just the few points you have.
Render time = 3 hours * number of lights (or much worse)
The shadows and glows do look fantastic from the lights that are there
though. Area lights?
Skip
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> The shadows and glows do look fantastic from the lights that are there
> though. Area lights?
Yeah, each light source is a 16x16 area light. Given that the tree has
hundreds of thousands of tiny needles - wait, just read the render
stats! Look at the number of shadow rays, for crying out loud! o__O
By the way, the floor is actually more patchy than it looks here. JPEG
compression and all. (Check out the render resolution; this image is
scaled down.)
I did also try this with radiosity - but it makes absolutely no visible
difference. (Well, given how puny the light sources are, the extra
bounces don't contribute much.)
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> PS I'd love to see this with a string of lights around the tree, rather
> than just the few points you have.
That is my plan. I plan to have a dozen or so lights covering the whole
tree. (You know, so you can actually *see* it!)
However, finding the correct light source coordinates by hand is
*extremely* tedious and slow. (Especially when it takes NINETY SECONDS
just to parse the scene!)
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Orchid XP v3 wrote:
> Yeah, each light source is a 16x16 area light.
No! Lies! It's an 8x8 area light... (That's 256 point lights, in case
your maths isn't so hot.)
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Orchid XP v3 wrote:
> Orchid XP v3 wrote:
>
>> Yeah, each light source is a 16x16 area light.
>
> No! Lies! It's an 8x8 area light... (That's 256 point lights, in case
> your maths isn't so hot.)
My math is not so hot. What is 256 point lights?
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Orchid XP v3 nous apporta ses lumieres en ce 02-01-2007 16:35:
>> The shadows and glows do look fantastic from the lights that are there
>> though. Area lights?
>
> Yeah, each light source is a 16x16 area light. Given that the tree has
> hundreds of thousands of tiny needles - wait, just read the render
> stats! Look at the number of shadow rays, for crying out loud! o__O
Over 4 BILLIONS!
>
> By the way, the floor is actually more patchy than it looks here. JPEG
> compression and all. (Check out the render resolution; this image is
> scaled down.)
>
> I did also try this with radiosity - but it makes absolutely no visible
> difference. (Well, given how puny the light sources are, the extra
> bounces don't contribute much.)
As Christmass lights are geting smaller and smaller, actual point_lights should
be "good enough", especialy if you have 100's of them. Just a few 12's should
make the use of area_light mostly pointless. Don't forget to set fade_distance
to a suitably small value.
If manual placement is to tedious, why not try some procedural placement, maybe
integrated in the building of the branches. In real life, the lights are often
placed between branches.
If the parceing gets to long, why not use a switch to turn off the needles while
you place and test the lights?
--
Alain
-------------------------------------------------
Experience hath shewn, that even under the best forms of government those
entrusted with power have, in time, and by slow operations, perverted it
into tyranny.
Thomas Jefferson
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andrel <a_l### [at] hotmail com> wrote:
> Orchid XP v3 wrote:
> > Orchid XP v3 wrote:
> >
> >> Yeah, each light source is a 16x16 area light.
> >
> > No! Lies! It's an 8x8 area light... (That's 256 point lights, in case
> > your maths isn't so hot.)
> My math is not so hot. What is 256 point lights?
There are 72 points to an inch or 28.35 points to a centimetre for you
continentals :-)
Great image Andrew, with a full set of lights it should be ready for next
year. :-(
Stephen
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