POV-Ray : Newsgroups : povray.binaries.images : 12 hours later... Server Time
6 Aug 2024 14:16:29 EDT (-0400)
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From: Orchid XP v3
Subject: 12 hours later...
Date: 2 Jan 2007 15:02:47
Message: <459aba67@news.povray.org>
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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tree-11-final.jpg


 

From: Eero Ahonen
Subject: Re: 12 hours later...
Date: 2 Jan 2007 15:29:36
Message: <459ac0b0@news.povray.org>
It's a bit dark, but somehow homey and looks like Christmas :)

-- 
Eero "Aero" Ahonen
   http://www.zbxt.net
      aer### [at] removethiszbxtnetinvalid


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From: Ben Chambers
Subject: Re: 12 hours later...
Date: 2 Jan 2007 16:02:58
Message: <459ac882$1@news.povray.org>
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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From: Skip Talbot
Subject: Re: 12 hours later...
Date: 2 Jan 2007 16:20:17
Message: <459acc91$1@news.povray.org>
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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From: Orchid XP v3
Subject: Re: 12 hours later...
Date: 2 Jan 2007 16:35:12
Message: <459ad010$1@news.povray.org>
> 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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From: Orchid XP v3
Subject: Re: 12 hours later...
Date: 2 Jan 2007 16:36:46
Message: <459ad06e$1@news.povray.org>
> 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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From: Orchid XP v3
Subject: Re: 12 hours later...
Date: 2 Jan 2007 16:38:26
Message: <459ad0d2$1@news.povray.org>
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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From: andrel
Subject: Re: 12 hours later...
Date: 2 Jan 2007 17:52:36
Message: <459AE2FF.2080802@hotmail.com>
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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From: Alain
Subject: Re: 12 hours later...
Date: 2 Jan 2007 22:32:29
Message: <459b23cd$1@news.povray.org>
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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From: Stephen
Subject: Re: 12 hours later...
Date: 3 Jan 2007 03:50:01
Message: <web.459b6d63170816a2f1cb1e660@news.povray.org>
andrel <a_l### [at] hotmailcom> 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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