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From: clipka
Subject: Ebony & Ivory
Date: 24 Feb 2011 01:54:09
Message: <4d660091@news.povray.org>
Render time 1 day 3 hours. I guess I quite like it by now...


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From: Stephen
Subject: Re: Die, cast
Date: 24 Feb 2011 06:19:46
Message: <4d663ed2$1@news.povray.org>
On 23/02/2011 7:03 PM, Stephen wrote:
> On 23/02/2011 6:21 PM, Robert McGregor wrote:
>> Yes, meshes typically render very quickly.
>
> I second that.
>

But.
I'm having problems with the mm_per_unit as it seems to need adjusted 
WRT each mesh. I'm running tests as we speak.

-- 
Regards
     Stephen


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From: Robert McGregor
Subject: Re: Die, cast
Date: 24 Feb 2011 08:45:00
Message: <web.4d665ffc44ccc99294d713cc0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:

> Did you use radiosity for those images? If so, can you try again without
> radiosity?
>
> If it appears only when radiosity is enabled, chances are it will be
> fixed with the next release.

Yes, definitely a radiosity issue! But it only seems to appear in conjunction
with an environment map using emission (jpeg, png, hdr, and exr all produce the
artifacts). Here is a simple scene and a few test renders that will hopefully
point you in the right direction for a fix.

//-----------------------------------------------------------------------------
#declare Use_Radiosity = 1;
#declare Use_HDR       = 1;

global_settings {
   #if (Use_Radiosity) radiosity { } #end
   mm_per_unit 10
}

camera {
   location <3.4, 1.6, -1.6>
   look_at  <0, 0, 0>
   right x*image_width/image_height
   angle 60
   rotate y*30
}

light_source { <-250, 10, 0> rgb 8 }

#if (Use_HDR)
   sphere { 0, 10000 hollow inverse
      //pigment { image_map { jpeg "sky3" interpolate 2 map_type 1 }}
      pigment { image_map { exr "probe_beach" interpolate 2 map_type 1 }}
      finish { ambient 0.25 emission 0.25 diffuse 0 }
      no_image
   }
#end

#declare P_SSLT_Apple = pigment { rgb <0.85, 0.84, 0.53> }
#declare F_SSLT_Apple =
   finish { subsurface { <2.29, 2.39, 1.97>, <0.0030, 0.0034, 0.046> } }
#declare T_SSLT_Apple =
   texture { pigment { P_SSLT_Apple } finish { F_SSLT_Apple } }

superellipsoid { <0.1, 0.1> texture { T_SSLT_Apple } }
//-----------------------------------------------------------------------------

Cheers,
Rob
-------------------------------------------------
www.McGregorFineArt.com


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From: clipka
Subject: Re: Die, cast
Date: 24 Feb 2011 10:14:55
Message: <4d6675ef$1@news.povray.org>
Am 24.02.2011 14:44, schrieb Robert McGregor:
>> If it appears only when radiosity is enabled, chances are it will be
>> fixed with the next release.
>
> Yes, definitely a radiosity issue! But it only seems to appear in conjunction
> with an environment map using emission (jpeg, png, hdr, and exr all produce the
> artifacts). Here is a simple scene and a few test renders that will hopefully
> point you in the right direction for a fix.

Thanks, but those artifacts look very familiar to me, from a bug I've 
already eliminated. That, too, did only appear with radiosity, so I'm 
pretty sure your issue has been taken care of.


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From: clipka
Subject: Re: Die, cast
Date: 24 Feb 2011 10:27:12
Message: <4d6678d0$1@news.povray.org>
Am 24.02.2011 12:19, schrieb Stephen:
> I'm having problems with the mm_per_unit as it seems to need adjusted
> WRT each mesh. I'm running tests as we speak.

Nope - I'm pretty sure that's not the case.

There are some issues though that may be related to what you experience; 
for instance, SSLT doesn't yet know about unions, and needs meshes to be 
closed for realism; as your lamp Vicky comes in partial meshes, that's 
currently my best bet for what might cause you trouble.


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From: Stephen
Subject: Re: Die, cast
Date: 24 Feb 2011 11:24:56
Message: <4d668658$1@news.povray.org>
On 24/02/2011 3:26 PM, clipka wrote:
> Am 24.02.2011 12:19, schrieb Stephen:
>> I'm having problems with the mm_per_unit as it seems to need adjusted
>> WRT each mesh. I'm running tests as we speak.
>
> Nope - I'm pretty sure that's not the case.
>

I have a vague idea that it might be related to the scale of the model 
not the actual size of the model in PovRay. For instance I got better 
looking results with Vicky when I set the mm_per_unit as if she was 
1676.4 mm not the 228.6 mm she was scaled in the scene.
But then you wrote the code and what do I know. So I am experimenting 
with mm_per_unit, scattering values and material scales.

> There are some issues though that may be related to what you experience;
> for instance, SSLT doesn't yet know about unions, and needs meshes to be
> closed for realism; as your lamp Vicky comes in partial meshes, that's
> currently my best bet for what might cause you trouble.


a DFX which is a single mesh. When I exported her as an OBJ the joins 

into my models.

-- 
Regards
     Stephen


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From: clipka
Subject: Re: Die, cast
Date: 24 Feb 2011 14:38:06
Message: <4d66b39e$1@news.povray.org>
Am 24.02.2011 17:24, schrieb Stephen:

> I have a vague idea that it might be related to the scale of the model
> not the actual size of the model in PovRay. For instance I got better
> looking results with Vicky when I set the mm_per_unit as if she was
> 1676.4 mm not the 228.6 mm she was scaled in the scene.
> But then you wrote the code and what do I know. So I am experimenting
> with mm_per_unit, scattering values and material scales.

I'd recommend leaving mm_per_unit as it /should/ be. If that doesn't 
give you the proper look, it's the scattering parameters that need tweaking.


> a DFX which is a single mesh. When I exported her as an OBJ the joins

> into my models.

No need to have it /perfectly/ closed. As far as that goes, SSLT should 
be rather robust.


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From: Stephen
Subject: Re: Die, cast
Date: 25 Feb 2011 04:25:01
Message: <web.4d67751244ccc992c22181d10@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 24.02.2011 17:24, schrieb Stephen:
>
> > I have a vague idea that it might be related to the scale of the model
> > not the actual size of the model in PovRay. For instance I got better
> > looking results with Vicky when I set the mm_per_unit as if she was
> > 1676.4 mm not the 228.6 mm she was scaled in the scene.
> > But then you wrote the code and what do I know. So I am experimenting
> > with mm_per_unit, scattering values and material scales.
>
> I'd recommend leaving mm_per_unit as it /should/ be. If that doesn't
> give you the proper look, it's the scattering parameters that need tweaking.
>



Does SSLT support Texture Maps where each texture has its own finish and
subsurface {values}?


> > a DFX which is a single mesh. When I exported her as an OBJ the joins

> > into my models.
>
> No need to have it /perfectly/ closed. As far as that goes, SSLT should
> be rather robust.

Good, the mesh I'm using has a few triangles that are only connected at two
vertexes.

To give you an idea of what the mesh is like:


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From: Jim Holsenback
Subject: Re: Die, cast
Date: 25 Feb 2011 09:40:48
Message: <4d67bf70$1@news.povray.org>
On 02/24/2011 03:37 PM, clipka wrote:
> Am 24.02.2011 17:24, schrieb Stephen:
> 
>> I have a vague idea that it might be related to the scale of the model
>> not the actual size of the model in PovRay. For instance I got better
>> looking results with Vicky when I set the mm_per_unit as if she was
>> 1676.4 mm not the 228.6 mm she was scaled in the scene.
>> But then you wrote the code and what do I know. So I am experimenting
>> with mm_per_unit, scattering values and material scales.
> 
> I'd recommend leaving mm_per_unit as it /should/ be. If that doesn't
> give you the proper look, it's the scattering parameters that need
> tweaking.

are you implying the default value here? I'm trying to pick up some of
these comments in the doc entry.


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From: clipka
Subject: Re: Die, cast
Date: 25 Feb 2011 10:48:59
Message: <4d67cf6b$1@news.povray.org>
Am 25.02.2011 15:40, schrieb Jim Holsenback:

>> I'd recommend leaving mm_per_unit as it /should/ be. If that doesn't
>> give you the proper look, it's the scattering parameters that need
>> tweaking.
>
> are you implying the default value here? I'm trying to pick up some of
> these comments in the doc entry.

No, I'm implying the "true" scale of the scene.


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