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1 Aug 2024 06:26:33 EDT (-0400)
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From: nemesis
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 16:15:01
Message: <web.49739b609cf147cb57817c010@news.povray.org>
"clipka" <nomail@nomail> wrote:
> "Mike Hough" <nos### [at] nospamcom> wrote:
> > According to the IRTC text file the original took 2 hours to render using
> > 106 processors (1.9GHz P3s - 2.3GHz P4s) from Swinburne
> > Astrophysics and Supercomputing Farm, Australia.
>
> Why on earth would such a shot take 10 CPU days to render?!
>
> There's not even reflection in it.

This was back in 2002. :)

http://propro.ru/go/gallery/html/us2002.html

Perhaps it's because the scene consists of CSG primitives rather than
polygons...


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From: Bob Hughes
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 19:48:45
Message: <4973cded$1@news.povray.org>
Hiya Mike!

Yours has more pop to it, other looks bland to me.
Something I noticed almost immediately, though, is how closer to street 
level on the mid-ground left side the MCPOV rendering has a darkening that 
makes more sense. But overall it seems dull. Question is then, I wonder why 
yours lacks the darkness between buildings when other parts are actually 
darker than in the MCPOV render...? Must be something about illumination 
bounce over distance, I'm thinking.

First thought about this scene was the overwhelming blue... my favorite 
color. Just confusing thing about possibly being twilight and would this 
really be that blue if so. Can't imagine even totally white buildings being 
that blue in the evening (or morning) I guess.  ;^)

Bob


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From: Mike Hough
Subject: Re: Arbitrary area light
Date: 18 Jan 2009 21:02:20
Message: <4973df2c$1@news.povray.org>
Hey Bob.  Been awhile.

It may be that my method doesn't take it account the lighting contribution 
of nearby surfaces. All it does is test for shadows at each point using the 
vectors defined by the user. It is a cheap trick but it works. At the time I 
made the patch hemispherical lights were all the rage.

Mike


"Bob Hughes" <omniverse charter net> wrote in message 
news:4973cded$1@news.povray.org...
> Hiya Mike!
>
> Yours has more pop to it, other looks bland to me.
> Something I noticed almost immediately, though, is how closer to street 
> level on the mid-ground left side the MCPOV rendering has a darkening that 
> makes more sense. But overall it seems dull. Question is then, I wonder 
> why yours lacks the darkness between buildings when other parts are 
> actually darker than in the MCPOV render...? Must be something about 
> illumination bounce over distance, I'm thinking.
>
> First thought about this scene was the overwhelming blue... my favorite 
> color. Just confusing thing about possibly being twilight and would this 
> really be that blue if so. Can't imagine even totally white buildings 
> being that blue in the evening (or morning) I guess.  ;^)
>
> Bob
>


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