POV-Ray : Newsgroups : povray.binaries.images : IRTC WIP Server Time
31 Jul 2024 08:21:26 EDT (-0400)
  IRTC WIP (Message 11 to 20 of 38)  
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From: Tek
Subject: Re: IRTC WIP
Date: 11 Apr 2010 00:00:38
Message: <4bc14966@news.povray.org>
Here's a tweaked version with better radiosity and the aforementioned 
bevelling. It looks much better but the radiosity has a strange artefact 
around the brightly coloured things.

-- 
Tek
http://evilsuperbrain.com


"Tek" <tek### [at] evilsuperbraincom> wrote in message 
news:4bc0c6f5@news.povray.org...
> Some postcards from across the universe!
>
> Obviously I don't have enough images yet, so I've duplicated some, but I
> thought people might be interested in what I'm working on :)
>
> BTW, I know this sounds like a newbie question but: has anyone got a nice
> way to round or bevel the edges on those letters?
>
> For my purposes it would suffice to have a mesh of a nicely rounded font,
> but ideally i'd like an all-pov solution which could handle strings of 
> text.
> The only option I can think of is to intersect sheared version of the text
> object to get a bevel... in fact that would work quite well! I'll do that 
> if
> nobody has a better solution!
>
> Comments/criticism appreciated :)
> -- 
> Tek
> http://evilsuperbrain.com
>
>


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Attachments:
Download 'stella.jpg' (100 KB)

Preview of image 'stella.jpg'
stella.jpg


 

From: clipka
Subject: Re: IRTC WIP
Date: 11 Apr 2010 06:31:50
Message: <4bc1a516$1@news.povray.org>
Am 11.04.2010 06:00, schrieb Tek:
> Here's a tweaked version with better radiosity and the aforementioned
> bevelling. It looks much better but the radiosity has a strange artefact
> around the brightly coloured things.

Would you mind posting your scene code (or throwing together a minimal 
sample scene showing the effect)? I'd like to have a closer look at that 
issue.


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From: Tek
Subject: Re: IRTC WIP
Date: 11 Apr 2010 08:16:09
Message: <4bc1bd89$1@news.povray.org>
Sure, I've just had a bit of a play with a test scene, here's a really good 
example of the artefact:


#include "rad_def.inc"

global_settings {
 assumed_gamma 1
 radiosity { Rad_Settings(Radiosity_IndoorHQ,on,on) }
}

background { rgb .5 }

plane { -z, -1 pigment { rgb 1 } finish { diffuse .9 ambient 0 } }

sphere { vrotate(y*.3+z,0*z), .1 pigment { rgb x } finish { diffuse 0 
ambient 4 } }
sphere { vrotate(y*.3+z,120*z), .1 pigment { rgb y } finish { diffuse 0 
ambient 4 } }
sphere { vrotate(y*.3+z,240*z), .1 pigment { rgb z } finish { diffuse 0 
ambient 4 } }


-- 
Tek
http://evilsuperbrain.com


"clipka" <ano### [at] anonymousorg> wrote in message 
news:4bc1a516$1@news.povray.org...
> Am 11.04.2010 06:00, schrieb Tek:
>> Here's a tweaked version with better radiosity and the aforementioned
>> bevelling. It looks much better but the radiosity has a strange artefact
>> around the brightly coloured things.
>
> Would you mind posting your scene code (or throwing together a minimal
> sample scene showing the effect)? I'd like to have a closer look at that
> issue.


Post a reply to this message


Attachments:
Download 'temp.jpg' (11 KB)

Preview of image 'temp.jpg'
temp.jpg


 

From: Alain
Subject: Re: IRTC WIP
Date: 11 Apr 2010 09:59:52
Message: <4bc1d5d8@news.povray.org>

> "Cousin Ricky"<ric### [at] yahoocom>  wrote in message
> news:web.4bc124edfef3d34785de7b680@news.povray.org...
>>
>> Were you aware of the macro Bevelled_Text from shapes.inc?
>
> Hah! I was not. There I go reinventing the wheel... :)
>

You'r version is much beter. Your imperfections are very light compared 
to the result from that macro.


Alain


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From: Alain
Subject: Re: IRTC WIP
Date: 11 Apr 2010 10:10:17
Message: <4bc1d849$1@news.povray.org>

> Sure, I've just had a bit of a play with a test scene, here's a really good
> example of the artefact:
>
>
> #include "rad_def.inc"
>
> global_settings {
>   assumed_gamma 1
>   radiosity { Rad_Settings(Radiosity_IndoorHQ,on,on) }
> }
>
> background { rgb .5 }
>
> plane { -z, -1 pigment { rgb 1 } finish { diffuse .9 ambient 0 } }
>
> sphere { vrotate(y*.3+z,0*z), .1 pigment { rgb x } finish { diffuse 0
> ambient 4 } }
> sphere { vrotate(y*.3+z,120*z), .1 pigment { rgb y } finish { diffuse 0
> ambient 4 } }
> sphere { vrotate(y*.3+z,240*z), .1 pigment { rgb z } finish { diffuse 0
> ambient 4 } }
>
>

With 3.7, I don't see that.

What is strange, is the fact that the artefacts are of the complementary 
colour.



Alain


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From: Tek
Subject: Re: IRTC WIP
Date: 11 Apr 2010 10:34:37
Message: <4bc1ddfd$1@news.povray.org>
"Alain" <aze### [at] qwertyorg> wrote in message 
news:4bc1d849$1@news.povray.org...
>
> With 3.7, I don't see that.

I get it in both Megapov 1.21 & Povray 3.6. I might try moving over to 3.7 
but my scene's probably using a couple of megapov features.

> What is strange, is the fact that the artefacts are of the complementary 
> colour.

It's as if it's using negative lighting values.

-- 
Tek
http://evilsuperbrain.com


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From: clipka
Subject: Re: IRTC WIP
Date: 11 Apr 2010 19:22:53
Message: <4bc259cd$1@news.povray.org>
Am 11.04.2010 16:34, schrieb Tek:

> I get it in both Megapov 1.21&  Povray 3.6. I might try moving over to 3.7
> but my scene's probably using a couple of megapov features.

Um, sorry... I'm so focused on POV-Ray 3.7 that it didn't even cross my 
mind that you may still be using 3.6. >_<

>> What is strange, is the fact that the artefacts are of the complementary
>> colour.
>
> It's as if it's using negative lighting values.

It is indeed! Thanks for pointing me in the right direction, that did 
ring a bell:

At each radiosity sample location, POV-Ray 3.6 does not only compute the 
total incoming diffuse illumination, but also tries to guesstimate the 
illumination /gradient/ at that point.

I had always been suspicious of that mechanism's implementation, though 
I never managed to demonstrate its bogosity with a sample scene. On the 
other hand I couldn't make out any noticeable benefits either, so I 
decided to disable it in POV-Ray 3.7, if only to save memory and 
processing time.

To verify this theory, I just threw together a patched 3.7.0.beta.36 
with the "gradient code" re-enabled, and it did indeed show the very 
same complementary-color halos (current official 3.7 betas don't, as 
already mentioned in this thread).

Patching POV-Ray 3.6 (or MegaPOV, for that matter) to fix this issue 
should be pretty easy: In radiosity.cpp, just delete (or comment out) 
the line reading:

     #define RAD_GRADIENT 1

That should be all that's needed.


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From: Tek
Subject: Re: IRTC WIP
Date: 11 Apr 2010 20:46:19
Message: <4bc26d5b$1@news.povray.org>
Glad I could help :)

I've been meaning to compile povray for a while (so I can make a few 
changes), and this might finally give me the excuse I need.

-- 
Tek
http://evilsuperbrain.com


"clipka" <ano### [at] anonymousorg> wrote in message 
news:4bc259cd$1@news.povray.org...
> Am 11.04.2010 16:34, schrieb Tek:
>
>> I get it in both Megapov 1.21&  Povray 3.6. I might try moving over to 
>> 3.7
>> but my scene's probably using a couple of megapov features.
>
> Um, sorry... I'm so focused on POV-Ray 3.7 that it didn't even cross my 
> mind that you may still be using 3.6. >_<
>
>>> What is strange, is the fact that the artefacts are of the complementary
>>> colour.
>>
>> It's as if it's using negative lighting values.
>
> It is indeed! Thanks for pointing me in the right direction, that did ring 
> a bell:
>
> At each radiosity sample location, POV-Ray 3.6 does not only compute the 
> total incoming diffuse illumination, but also tries to guesstimate the 
> illumination /gradient/ at that point.
>
> I had always been suspicious of that mechanism's implementation, though I 
> never managed to demonstrate its bogosity with a sample scene. On the 
> other hand I couldn't make out any noticeable benefits either, so I 
> decided to disable it in POV-Ray 3.7, if only to save memory and 
> processing time.
>
> To verify this theory, I just threw together a patched 3.7.0.beta.36 with 
> the "gradient code" re-enabled, and it did indeed show the very same 
> complementary-color halos (current official 3.7 betas don't, as already 
> mentioned in this thread).
>
> Patching POV-Ray 3.6 (or MegaPOV, for that matter) to fix this issue 
> should be pretty easy: In radiosity.cpp, just delete (or comment out) the 
> line reading:
>
>     #define RAD_GRADIENT 1
>
> That should be all that's needed.


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From: Dave Blandston
Subject: Re: IRTC WIP
Date: 12 Apr 2010 20:25:01
Message: <web.4bc3b90cfef3d347cba3fb0f0@news.povray.org>
"Tek" <tek### [at] evilsuperbraincom> wrote:
> BTW, I know this sounds like a newbie question but: has anyone got a nice
> way to round or bevel the edges on those letters?

I don't think this is quite what you're looking for, but it does round the edges
of text. It would make a smoothly rounded edge if an infinite number of objects
were used. It can be adapted to make concave or other curved edges. It distorts
the outline of the letters, it's incredibly inefficient and can't realistically
make smoothly rounded edges. But I'm sharing it because maybe someone will have
an idea of how to improve it. I think that to do this right would require adding
support for rounding the edges of fonts to the POV-Ray code itself which is far
beyond my ability.

This "X" consists of 361 copies of the "X" object and took almost two hours to
render using version 3.7 with four microprocessors and radiosity recursion_limit
1. Each "layer" of the object is colored differently for demonstration purposes.

The source is posted in the text scene files group.

Regards,
Dave Blandston


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Attachments:
Download 'rounded edges.png' (149 KB)

Preview of image 'rounded edges.png'
rounded edges.png


 

From: Kenneth
Subject: Re: IRTC WIP
Date: 13 Apr 2010 02:35:01
Message: <web.4bc4104ffef3d34765f302820@news.povray.org>
"Dave Blandston" <nomail@nomail> wrote:

> I don't think this is quite what you're looking for, but it does round the edges
> of text. It would make a smoothly rounded edge...

Completely off-topic: Your .png image is showing up with different gamma
'values' depending if I look at it's 'preview' image here in the newsgroups vs.
clicking on the image link, to bring it up as a stand-alone image. (I'm using
the latest version of Firefox as my web browser, in both cases.) The preview has
much darker shadows, and more contrast overall. Anyway, I've never seen this
behavior here in the newsgroups before. Kind of a mystery! I can't tell which is
the 'correct' image. Makes me wonder if the newsgroup 'software' is altering the
gamma values of .png images when displaying a preview. OR, whether Firefox
itself has a gamma flaw.

Odd!

Ken


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