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I am giving up on this one as it has been running now for over a day and a
half. Need to figure out how to optimize this scene perhaps. I recall making
this scene several years ago after someone posted an image done with another
program and asked if it could be done in pov-ray. The mcpov render is much
more accurate than the original (can't seem to find it though), but a bit
darker and quite grainy. Will post the source in reply to this message in
case anyone wants to play with it.
Post a reply to this message
Attachments:
Download 'radiosity_mcpov.prev.jpg' (288 KB)
Preview of image 'radiosity_mcpov.prev.jpg'
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This is the file if anyone wants to take a crack at it
#include "colors.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 10
montecarlo
{
mc_rand_seed
mc_max_diffuse_bounce 3
mc_pixel_refresh_ratio 0.5
mc_check_portal_overlap
}
}
default { finish { diffuse .5 ambient 0 montecarlo { mc_diffuse { 1 3
2 } } } }
/*
camera {
up 1*y
right 350/700*x
location <-32, -5, -40> look_at <0, -5, 0> angle 50
}
*/
camera {
up 300
right 400*x//right 700/1400*x
//location <-32, -5, -40> look_at <0, -5, 0> angle 50
location 1*<-32, 0, -40> look_at <0, 0, 0> angle 60
}
light_source {<0, 50, 0> color rgb <.96, .96, 1> fade_distance 40
area_light <10, 0, 0>, <0, 0, 10>, 10, 10
jitter
}
//light_source {<-30, 28, 0> color White fade_distance 10}
//light_source {<30, 28, 0> color White fade_distance 10}
//sky
cylinder {<0, 60, 0>, <0, 65, 0>, 100
pigment {color rgb <.9,.9, 1>}
finish {ambient 15}
}
#declare Tile_floor1 =
pigment {
gradient z
color_map {
[0 .5 color DarkWood color DarkWood]
[.5 1 color LightWood color LightWood]
}
}
#declare Tile_floor2 =
pigment {
gradient x
color_map {
[0 .5 color DarkWood color DarkWood]
[.5 1 color LightWood color LightWood]
}
}
#declare black_and_brown =
texture {
pigment {
gradient y
color_map {
[0 .5 color rgb <.65, .54, .48> color rgb <.65, .54, .48>]
[.5 1 color Black color Black]
}
}
finish {diffuse .8}
}
#declare nice_wood =
pigment {
gradient x
turbulence .02
color_map {
[0 .3 color rgb <.8, .5, .3> color rgb <.8, .5, .3>]
[.5 .8 color rgb <1, .7, .5> color rgb <1, .7, .5>]
}
scale .05
}
#declare roof_texture =
texture {
pigment {
gradient z
pigment_map {
[0 nice_wood]
[.47 nice_wood]
[.5 color DarkWood]
[.53 nice_wood]
[1 nice_wood]
}
scale 4
}
finish {diffuse .8 ambient 0}
}
#declare roof = union {
difference {
box {<-80, 29.5, -80>, <80, 80, 80>
texture {roof_texture}
}
box {<-15, 31, 0>, <15, 45, 30>
pigment {color White}
finish {ambient 0 diffuse .7}
}
//widened hole in skylight
cylinder {<10, 45, 0>, <30, 45, 0>, 15
pigment {color White}
finish {ambient 0 diffuse .8}
}
}
difference {
cylinder {<0, 29, 0>, <0, 60, 0>, 17.5
pigment {color White}
finish {diffuse .9 ambient 0}
}
cylinder {<5, 45, 0>, <20, 45, 0>, 8
pigment {color White}
finish {ambient 0 diffuse 0} //hole in skylight
}
}
difference {
union { //supports in hole in skylight
box {<10, 37, -1>, <18, 53, 1>}
box {<10, 44, -10>, <18, 46, 10>}
}
cylinder {<0, 29, 0>, <0, 60, 0>, 18 inverse}
pigment {color White}
finish {ambient 0 diffuse .8}
}
}
difference {
object {roof}
cylinder {<0, 25, 0>, <0, 61, 0>, 14
pigment {color White}
finish {diffuse .8 ambient 0}
}
box {<-10, 31, 0>, <10, 40, 40>
pigment {color White}
finish {diffuse .8 ambient 0}
}
}
//light in hole
//light_source {<25, 40, 0> color 0.3*White fade_distance 5 fade_power 3}
//a light
//light_source {<0, 35, 40> color 0.3*White fade_distance 5 fade_power 3}
//stairs
union {
box {<-10, 20, 1>, <10, 28, 18>}
box {<-10, 2, 1>, <10, 10, 18>}
#declare change = 0;
#while (change < 11)
box {<-10, 19-change, 8+change>, <10, 20-change, 18>}
light_source {<-7.5, 18.9-change, 8.5+change> color <.22, .22, .2>
fade_distance 1 fade_power 3}
light_source {<7.5, 18.9-change, 8.5+change> color rgb <.22, .22, .2>
fade_distance 1 fade_power 3}
box {<-8, 18.9-change, 8.4+change>, <-7, 19.5-change, 8.6+change>
pigment {color rgb <1.2, 1.2, 1>} finish {ambient 1} no_shadow
}
box {<-10, 1-change, 8+change>, <10, 2-change, 18>}
light_source {<-7.5, .9-change, 8.5+change> color rgb <.22, .22, .2>
fade_distance 1 fade_power 3}
light_source {<-7.5, .9-change, 8.5+change> color rgb <.22, .22, .2>
fade_distance 1 fade_power 3}
#declare change = change +1;
#end
texture {
pigment {color White}
//finish {diffuse .9 ambient 0}
}
}
//dark striped
union {
box {<-10, -15, 1>, <10, -4, 12>}
box {<-5, -15, 3>, <-3, 25, 18>}
box {<3, -15, 3>, <5, 25, 18>}
texture {black_and_brown}
}
//floor
union {
box {<-40, -20, -40>, <-1, -15.01, 40>}
box {<1, -20, -40>, <40, -15.01, 40>}
pigment {
gradient z
color_map {
[0 .5 color rgb <.55, .46, .4> color rgb <.55, .46, .4>]
[.5 1 color Black color Black]
}
}
//finish {diffuse .6 reflection .1 ambient 0}
finish {reflection .1 montecarlo { mc_reflect { 1 3 1 100 } }}
}
box {<-.9999, -20, -40>, <.9999, -15.011, 40>
pigment {color Black}
//finish {diffuse .6 reflection .1 ambient 0}
finish {reflection .1}
}
//4 walls (and trim)
#declare New_wood =
texture {
pigment {
wood
turbulence .3
color_map {
[0 .3 color rgb <.8, .5, .3> color rgb <.8, .5, .3>]
[.5 .8 color rgb <1, .7, .5> color rgb <1, .7, .5>]
}
scale .2
}
//finish {phong .3 phong_size 34 ambient 0 diffuse .8}
}
#declare bright =
texture {
pigment {color White}
//finish {ambient 0 diffuse .8}
}
#declare dull =
texture {
pigment {color White}
//finish {ambient 0 diffuse .5}
}
union {
box {<40, -15, -40>, <42, 35, 0>
texture {
gradient y
texture_map {
[0 bright]
[.79 bright]
[.8 dull]
[.99 dull]
[1 bright]
}
scale .9
}
}
box {<39.5, -15, -41>, <42, -11, 0>
texture {New_wood rotate 40}
}
box {<-42, -15, -40>, <-40, 35, 40>}
//tilted wall
box {<-40, -8, 0>, <0, 22, 2>
rotate 45*y
translate <40, 0, 0>
}
box {<-40, -15, -.5>, <0, -11, 10>
texture {New_wood rotate 40}
rotate 45*y
translate <40, 0, 0>
}
difference {
box {<42, -15, 40>, <-42, 22, 42>}
box {<-10, -11.99, 30>, <10, 28, 50>}
}
box {<42, -15, 39.5>, <-42, -11, 50>
texture {New_wood}
}
box {<42, -15, -42>, <-42, 35, -40>}
pigment {color White}
//finish {diffuse .8 ambient 0}
}
//4 columns
#declare column = union {
cylinder {<0, -10, 0>, <0, 28.5, 0>, 1.25
pigment {color White}
//finish {diffuse .9 ambient 0}
}
box {<-1, 28, -.5>, <1, 31, .5>
pigment {color White}
//finish {diffuse .9 ambient 0}
}
cylinder {<0, -15, 0>, <0, -10.1, 0>, 1.25
pigment {
gradient y
color_map {
[0 .5 color rgb <.65, .54, .48> color rgb <.65, .54, .48>]
[.5 1 color Black color Black]
}
}
//finish {diffuse .8}
}
translate -15.75*z
rotate 45*y
}
object {column rotate 90*y}
object {column rotate 180*y}
object {column rotate 270*y}
object {column rotate 360*y}
Post a reply to this message
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"Mike Hough" <nos### [at] nospamcom> wrote:
How fast is your computer? Then I'll decide if I should run this scene...
Post a reply to this message
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Athlon 3.21 ghz with 2gb ram. The geometry itself is pretty simple, so it
should render quickly without radiosity or with the mcpov features removed.
The challenge is lighting most of the scene using only the skylight.
"jhu" <nomail@nomail> wrote in message
news:web.499b9cfc3e4847218b562d820@news.povray.org...
> "Mike Hough" <nos### [at] nospamcom> wrote:
>
>
> How fast is your computer? Then I'll decide if I should run this scene...
>
Post a reply to this message
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> Athlon 3.21 ghz with 2gb ram. The geometry itself is pretty simple, so it
> should render quickly without radiosity or with the mcpov features
> removed. The challenge is lighting most of the scene using only the
> skylight.
Ah the beauty of MCPov renders are that everyone can post their grainy
render and then you can combine them :-)
I'll run it overnight on my work machine (Intel E8500) and see what it's got
tomorrow morning.
Post a reply to this message
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"scott" <sco### [at] scottcom> wrote:
> Ah the beauty of MCPov renders are that everyone can post their grainy
> render and then you can combine them :-)
Does everyone's separate images have random grain (truly random, and not
identical from machine to machine)? That's interesting!
Ken W.
Post a reply to this message
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> Does everyone's separate images have random grain (truly random, and not
> identical from machine to machine)?
It should do (AIUI the RNG is seeded from the system time). Often people
render on multi-core machines by starting several instances of MCPOV and
then averaging later, so I think it works.
The problem I see is that posting JPEG versions here will lose some of the
detail, you really need to post PNG, but my file is 1.4 MB... Anyway, here
is a JPEG version with minimum compression after 14 hours, this scene really
is a tricky beast!
Post a reply to this message
Attachments:
Download 'image1.jpg' (600 KB)
Preview of image 'image1.jpg'
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I have been running two more threads and just tried combining yours with my
other three images and it does yield a noticable improvement. Only catch is
that I have been running a new version of the scene to help increase the
brightness, so if anyone else wants to try this just use the scene below. I
need to get to work but will post an averaged version of these pics when I
get home tonight.
#include "colors.inc"
global_settings {
assumed_gamma 1.0
max_trace_level 10
montecarlo
{
mc_rand_seed
mc_max_diffuse_bounce 2
//mc_pixel_refresh_ratio 0.5
mc_colour_clip 1
}
}
default { finish { diffuse 1 ambient 0 montecarlo { mc_diffuse { 1 4 3 }
mc_use_cosine_distrib
} } }
/*
camera {
up 1*y
right 350/700*x
location <-32, -5, -40> look_at <0, -5, 0> angle 50
}
*/
camera {
up 300
right 400*x//right 700/1400*x
//location <-32, -5, -40> look_at <0, -5, 0> angle 50
location 1*<-32, 0, -40> look_at <0, 0, 0> angle 60
}
light_source {<0, 50, 0> color rgb <.96, .96, 1> fade_distance 40
area_light <10, 0, 0>, <0, 0, 10>, 10, 10
jitter
}
//light_source {<-30, 28, 0> color White fade_distance 10}
//light_source {<30, 28, 0> color White fade_distance 10}
//sky
cylinder {<0, 60, 0>, <0, 65, 0>, 100
pigment {color rgb <.9,.9, 1>}
finish {ambient 2*15 }
montecarlo {
//mc_sky { 500 }
mc_portal { 2*24 2*8 4 4 }
//mc_portal { 4 2 1 1 }
}
}
#declare Tile_floor1 =
pigment {
gradient z
color_map {
[0 .5 color DarkWood color DarkWood]
[.5 1 color LightWood color LightWood]
}
}
#declare Tile_floor2 =
pigment {
gradient x
color_map {
[0 .5 color DarkWood color DarkWood]
[.5 1 color LightWood color LightWood]
}
}
#declare black_and_brown =
texture {
pigment {
gradient y
color_map {
[0 .5 color rgb <.65, .54, .48> color rgb <.65, .54, .48>]
[.5 1 color Black color Black]
}
}
finish {diffuse .8}
}
#declare nice_wood =
pigment {
gradient x
turbulence .02
color_map {
[0 .3 color rgb <.8, .5, .3> color rgb <.8, .5, .3>]
[.5 .8 color rgb <1, .7, .5> color rgb <1, .7, .5>]
}
scale .05
}
#declare roof_texture =
texture {
pigment {
gradient z
pigment_map {
[0 nice_wood]
[.47 nice_wood]
[.5 color DarkWood]
[.53 nice_wood]
[1 nice_wood]
}
scale 4
}
finish {diffuse .8 ambient 0}
}
#declare roof = union {
difference {
box {<-80, 29.5, -80>, <80, 80, 80>
texture {roof_texture}
}
box {<-15, 31, 0>, <15, 45, 30>
pigment {color White}
finish {ambient 0 diffuse .7}
}
//widened hole in skylight
cylinder {<10, 45, 0>, <30, 45, 0>, 15
pigment {color White}
finish {ambient 0 diffuse .8}
}
}
difference {
cylinder {<0, 29, 0>, <0, 60, 0>, 17.5
pigment {color White}
finish {diffuse .9 ambient 0}
}
cylinder {<5, 45, 0>, <20, 45, 0>, 8
pigment {color White}
finish {ambient 0 diffuse 0} //hole in skylight
}
}
difference {
union { //supports in hole in skylight
box {<10, 37, -1>, <18, 53, 1>}
box {<10, 44, -10>, <18, 46, 10>}
}
cylinder {<0, 29, 0>, <0, 60, 0>, 18 inverse}
pigment {color White}
finish {ambient 0 diffuse .8}
}
}
difference {
object {roof}
cylinder {<0, 25, 0>, <0, 61, 0>, 14
pigment {color White}
finish {diffuse .8 ambient 0}
}
box {<-10, 31, 0>, <10, 40, 40>
pigment {color White}
finish {diffuse .8 ambient 0}
}
}
//light in hole
//light_source {<25, 40, 0> color 0.3*White fade_distance 5 fade_power 3}
//a light
//light_source {<0, 35, 40> color 0.3*White fade_distance 5 fade_power 3}
//stairs
union {
box {<-10, 20, 1>, <10, 28, 18>}
box {<-10, 2, 1>, <10, 10, 18>}
#declare change = 0;
#while (change < 11)
box {<-10, 19-change, 8+change>, <10, 20-change, 18>}
light_source {<-7.5, 18.9-change, 8.5+change> color <.22, .22, .2>
fade_distance 1 fade_power 3}
light_source {<7.5, 18.9-change, 8.5+change> color rgb <.22, .22, .2>
fade_distance 1 fade_power 3}
box {<-8, 18.9-change, 8.4+change>, <-7, 19.5-change, 8.6+change>
pigment {color rgb <1.2, 1.2, 1>} finish {ambient 1} no_shadow
}
box {<-10, 1-change, 8+change>, <10, 2-change, 18>}
light_source {<-7.5, .9-change, 8.5+change> color rgb <.22, .22, .2>
fade_distance 1 fade_power 3}
light_source {<-7.5, .9-change, 8.5+change> color rgb <.22, .22, .2>
fade_distance 1 fade_power 3}
#declare change = change +1;
#end
texture {
pigment {color White}
//finish {diffuse .9 ambient 0}
}
}
//dark striped
union {
box {<-10, -15, 1>, <10, -4, 12>}
box {<-5, -15, 3>, <-3, 25, 18>}
box {<3, -15, 3>, <5, 25, 18>}
texture {black_and_brown}
}
//floor
union {
box {<-40, -20, -40>, <-1, -15.01, 40>}
box {<1, -20, -40>, <40, -15.01, 40>}
pigment {
gradient z
color_map {
[0 .5 color rgb <.55, .46, .4> color rgb <.55, .46, .4>]
[.5 1 color Black color Black]
}
}
//finish {diffuse .6 reflection .1 ambient 0}
finish {reflection .1 montecarlo { mc_reflect { 1 3 1 100 } }}
}
box {<-.9999, -20, -40>, <.9999, -15.011, 40>
pigment {color Black}
//finish {diffuse .6 reflection .1 ambient 0}
finish {reflection .1 montecarlo { mc_reflect { 1 3 1 100 } }}
}
//4 walls (and trim)
#declare New_wood =
texture {
pigment {
wood
turbulence .3
color_map {
[0 .3 color rgb <.8, .5, .3> color rgb <.8, .5, .3>]
[.5 .8 color rgb <1, .7, .5> color rgb <1, .7, .5>]
}
scale .2
}
//finish {phong .3 phong_size 34 ambient 0 diffuse .8}
}
#declare bright =
texture {
pigment {color White}
//finish {ambient 0 diffuse .8}
}
#declare dull =
texture {
pigment {color White}
//finish {ambient 0 diffuse .5}
}
union {
box {<40, -15, -40>, <42, 35, 0>
texture {
gradient y
texture_map {
[0 bright]
[.79 bright]
[.8 dull]
[.99 dull]
[1 bright]
}
scale .9
}
}
box {<39.5, -15, -41>, <42, -11, 0>
texture {New_wood rotate 40}
}
box {<-42, -15, -40>, <-40, 35, 40>}
//tilted wall
box {<-40, -8, 0>, <0, 22, 2>
rotate 45*y
translate <40, 0, 0>
}
box {<-40, -15, -.5>, <0, -11, 10>
texture {New_wood rotate 40}
rotate 45*y
translate <40, 0, 0>
}
difference {
box {<42, -15, 40>, <-42, 22, 42>}
box {<-10, -11.99, 30>, <10, 28, 50>}
}
box {<42, -15, 39.5>, <-42, -11, 50>
texture {New_wood}
}
box {<42, -15, -42>, <-42, 35, -40>}
pigment {color White}
//finish {diffuse .8 ambient 0}
}
//4 columns
#declare column = union {
cylinder {<0, -10, 0>, <0, 28.5, 0>, 1.25
pigment {color White}
//finish {diffuse .9 ambient 0}
}
box {<-1, 28, -.5>, <1, 31, .5>
pigment {color White}
//finish {diffuse .9 ambient 0}
}
cylinder {<0, -15, 0>, <0, -10.1, 0>, 1.25
pigment {
gradient y
color_map {
[0 .5 color rgb <.65, .54, .48> color rgb <.65, .54, .48>]
[.5 1 color Black color Black]
}
}
//finish {diffuse .8}
}
translate -15.75*z
rotate 45*y
}
object {column rotate 90*y}
object {column rotate 180*y}
object {column rotate 270*y}
object {column rotate 360*y}
Post a reply to this message
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Hello,
Clearly a difficult scene.
A 14h hours rendering on 4 cores (Q6600 2.4 GHz).
I made some change to the settings to speed up the rendering.
The rendering was done with a modified version of mcpov 0.0.5 (the choise of the
pixel to shoot is different in order to reduce the noise were it is more
important).
Regrads,
Fidos.
Post a reply to this message
Attachments:
Download 'news.jpg' (382 KB)
Preview of image 'news.jpg'
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"fidos" <fid### [at] wanadoofr> wrote:
> Hello,
>
> Clearly a difficult scene.
> A 14h hours rendering on 4 cores (Q6600 2.4 GHz).
> I made some change to the settings to speed up the rendering.
> The rendering was done with a modified version of mcpov 0.0.5 (the choise of the
> pixel to shoot is different in order to reduce the noise were it is more
> important).
>
> Regrads,
> Fidos.
Source of the scene
Post a reply to this message
Attachments:
Download 'test_news.pov.txt' (7 KB)
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