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From: clipka
Subject: Rusty Thing on Beach
Date: 22 Aug 2009 06:31:03
Message: <4a8fc8e7@news.povray.org>
To accomplish its task efficiently, radiosity needs to keep track of how 
far other objects are. Isn't it a shame to leave this information to 
radiosity alone, when it would come in handy for a proximity pattern?

This shot is proof of that concept.


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From: Jaime Vives Piqueres
Subject: Re: Rusty Thing on Beach
Date: 22 Aug 2009 07:17:29
Message: <4a8fd3c9@news.povray.org>

> To accomplish its task efficiently, radiosity needs to keep track of how 
> far other objects are. Isn't it a shame to leave this information to 
> radiosity alone, when it would come in handy for a proximity pattern?
> 
> This shot is proof of that concept.
> 

   Very promising... I'm already impatient to try it. Indeed, the wet-sand
beach surface is also very nice, and intriguing.

--
jaime


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From: clipka
Subject: Re: Rusty Thing on Beach
Date: 22 Aug 2009 13:51:00
Message: <4a903004$1@news.povray.org>
Jaime Vives Piqueres schrieb:
>   Very promising... I'm already impatient to try it. Indeed, the wet-sand
> beach surface is also very nice, and intriguing.

I'm quite confident to finish it up in time for beta 35 ;-). ATM it only
works with texture maps - which of course is flexible enough, but I'd 
prefer to make it work with pigment and normal maps, too. (No way of 
making it work with pattern functions though. At least not as long as it 
re-uses radiosity data.)

I came across the wet-beach idea by accident. It's basically just a bozo 
texture map with a dry-beach (= diffuse only) and a wet-beach (= highly 
reflective) texture. Except that I also did make use of that proximity 
pattern to force the wet-beach texture in the proximity of "the Thing", 
to give the illusion of a washed-out channel around it.


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From: Samuel Benge
Subject: Re: Rusty Thing on Beach
Date: 22 Aug 2009 17:20:01
Message: <web.4a905f7daa8d7a4e773f09f50@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> To accomplish its task efficiently, radiosity needs to keep track of how
> far other objects are. Isn't it a shame to leave this information to
> radiosity alone, when it would come in handy for a proximity pattern?
>
> This shot is proof of that concept.

And a good proof it is! I do like proximity patterns :)

To be truly useful though, the effect must be a pattern or a function so you can
use it in any material block.

Will the effect remain the same even if you change the camera settings?

Sam


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From: clipka
Subject: Re: Rusty Thing on Beach
Date: 22 Aug 2009 19:43:49
Message: <4a9082b5@news.povray.org>
Samuel Benge schrieb:
> clipka <ano### [at] anonymousorg> wrote:
>> To accomplish its task efficiently, radiosity needs to keep track of how
>> far other objects are. Isn't it a shame to leave this information to
>> radiosity alone, when it would come in handy for a proximity pattern?
>>
>> This shot is proof of that concept.
> 
> And a good proof it is! I do like proximity patterns :)
> 
> To be truly useful though, the effect must be a pattern or a function so you can
> use it in any material block.
> 
> Will the effect remain the same even if you change the camera settings?

I guess details may suffer when too far away from the camera (due to 
radiosity code maintaining some maximum sample density, which depends on 
distance from camera), but they'll just get less precise, and don't seem 
to "shift" (that was a problem initially).

See attached shot.

One thing that bothers me though is that the proximity pattern is highly 
sensitive to final-render-sampling artifacts, so it requires a 
higher-resolution pretrace.


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From: Thomas de Groot
Subject: Re: Rusty Thing on Beach
Date: 23 Aug 2009 03:30:48
Message: <4a90f028$1@news.povray.org>
"clipka" <ano### [at] anonymousorg> schreef in bericht 
news:4a8fc8e7@news.povray.org...
> To accomplish its task efficiently, radiosity needs to keep track of how
> far other objects are. Isn't it a shame to leave this information to
> radiosity alone, when it would come in handy for a proximity pattern?
>
> This shot is proof of that concept.
>
>

Indeed it is.
Looks a lot like Sam's proximity pattern... :-)

Thomas


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From: Samuel Benge
Subject: Re: Rusty Thing on Beach
Date: 23 Aug 2009 15:55:00
Message: <web.4a919e60aa8d7a4e1ce3d770@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> I guess details may suffer when too far away from the camera (due to
> radiosity code maintaining some maximum sample density, which depends on
> distance from camera), but they'll just get less precise, and don't seem
> to "shift" (that was a problem initially).

That's good to know, since a shifting pattern can lose all semblance of realism
during animation.

> See attached shot.

It seems to behave itself well enough.

> One thing that bothers me though is that the proximity pattern is highly
> sensitive to final-render-sampling artifacts, so it requires a
> higher-resolution pretrace.

There's always a trade off somewhere :(

Sam


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From: Samuel Benge
Subject: Re: Rusty Thing on Beach
Date: 23 Aug 2009 16:10:01
Message: <web.4a91a13caa8d7a4e1ce3d770@news.povray.org>
"Thomas de Groot" <tDOTdegroot@interDOTnlANOTHERDOTnet> wrote:
> "clipka" <ano### [at] anonymousorg> schreef in bericht
> > This shot is proof of that concept.
>
> Indeed it is.
> Looks a lot like Sam's proximity pattern... :-)

I think C. Lipka's pattern is more like ambient occlusion and less like an
averaged object pattern. With the latter you can apply colors and patterns to
outside edges as well as the inside ones. With the former you can only get
inside edge information and can't do nifty things like scratch up a box's edges
while leaving the sides untouched. I hope I'm wrong though :)

Sam


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From: clipka
Subject: Re: Rusty Thing on Beach
Date: 23 Aug 2009 18:58:11
Message: <4a91c983$1@news.povray.org>
Samuel Benge schrieb:
> I think C. Lipka's pattern is more like ambient occlusion and less like an
> averaged object pattern. With the latter you can apply colors and patterns to
> outside edges as well as the inside ones. With the former you can only get
> inside edge information and can't do nifty things like scratch up a box's edges
> while leaving the sides untouched. I hope I'm wrong though :)

You're not - you're actually perfectly right.

Radiosity doesn't collect edge proximity information (it doesn't need 
it), only crevice proximity - which I think is the more important of the 
two. (As you wrote, there's always a trade-off somewhere.)

For a full-fledged stand-alone proximity algorithm, I guess a voxel-tree 
based approach would do fine. But that would mean a lot more of coding 
effort - and somputational overhead for data that can't be shared with 
any other features.


(BTW, someone's asking in povray.newusers for advice on your fastprox 
macros... and speaking of them, do you have them for download anywhere?)


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From: stbenge
Subject: Re: Rusty Thing on Beach
Date: 24 Aug 2009 03:20:10
Message: <4a923f2a$1@news.povray.org>
clipka wrote:
> (BTW, someone's asking in povray.newusers for advice on your fastprox 
> macros... and speaking of them, do you have them for download anywhere?)

Sure, a new one is in p.text.scene-files.

I had a lot more to say, but Thunderbird let me send it into the void 
accidentally. Basically, I was getting into the possibility of reversing 
inside/outside surface evaluation to obtain both inside/outside edge 
data and displaying it as a pattern: where black is a crevice, gray is a 
flat surface, and white is a peak. It might take twice as long to parse 
though :(

Sam


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