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From: clipka
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 19:09:25
Message: <4d6d8ab5$1@news.povray.org>
Am 01.03.2011 13:05, schrieb Stephen:

> What might be of help, if you can do it, is to simplify the model. Using
> a trial version of 3DS Max I reduced the vertex count to 20% of the
> original (28 Meg, 9 Meg zipped)

Very beautiful texture!


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From: Stephen
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 19:14:51
Message: <4d6d8bfb$1@news.povray.org>
On 01/03/2011 11:58 PM, Bill Pragnell wrote:
> Here's my little attempt. Rendered in 10mins, without aa though. One thing I've
> noticed is that I get a large number of bright single-pixel artifacts unless I
> use large sample counts (using 1000,100 here), even when also using aa. Is there
> any way to avoid this, or is it just the nature of the beast?

Nice but use aa it makes a difference. My samples are only 100, 50. Back 
lighting makes a difference as well.
I used mm_per_unit = 1.105 for the first one and 28.6 for the green one. 
It took well over an hour.
Your image looks more like marble what settings did you you use?

-- 
Regards
     Stephen


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From: Stephen
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 19:18:25
Message: <4d6d8cd1@news.povray.org>
On 02/03/2011 12:09 AM, clipka wrote:
> Am 01.03.2011 13:05, schrieb Stephen:
>
>> What might be of help, if you can do it, is to simplify the model. Using
>> a trial version of 3DS Max I reduced the vertex count to 20% of the
>> original (28 Meg, 9 Meg zipped)
>
> Very beautiful texture!

Thanks but as I said to Jim it is the marble from the paper.
I like the jade one posted later better.
I'm going to run some more test renders overnight.

-- 
Regards
     Stephen


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From: Stephen
Subject: Re: SSLT Dragon
Date: 1 Mar 2011 19:28:08
Message: <4d6d8f18@news.povray.org>
On 02/03/2011 12:14 AM, Stephen wrote:
> My samples are only 100, 50.

I lied, I've just noticed that they are 500, 250

-- 
Regards
     Stephen


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From: Bill Pragnell
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 04:20:01
Message: <web.4d6e0b8ad81bd80d6dd25f0b0@news.povray.org>
Stephen <mcavoys_at@aoldotcom> wrote:
> Nice but use aa it makes a difference.

But does it? I thought aa was wasted on otherwise supersampled features like
area lights, focal blur, media etc? The edges of lucy's self-shadows are lovely,
it's just the floor shadow and her horizon that show aliasing. I'll do some aa
tests tonight.

> Your image looks more like marble what settings did you you use?

Excellent, I was shooting for a very translucent marble.

mm_per_unit = 80 (the model is about 1 unit high)
samples 1000, 100 (only way I could get rid of bright point artifacts)
subsurface { 5*colour, 0.5*(1-colour) } (IIRC!)

Bill


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From: Stephen
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 06:16:50
Message: <4d6e2722$1@news.povray.org>
On 02/03/2011 9:19 AM, Bill Pragnell wrote:
> Stephen<mcavoys_at@aoldotcom>  wrote:
>> Nice but use aa it makes a difference.
>
> But does it? I thought aa was wasted on otherwise supersampled features like
> area lights, focal blur, media etc? The edges of lucy's self-shadows are lovely,
> it's just the floor shadow and her horizon that show aliasing. I'll do some aa
> tests tonight.
>

I did a test without aa and there are more artefacts in the non-aa 
rendering.

>> Your image looks more like marble what settings did you you use?
>
> Excellent, I was shooting for a very translucent marble.
>
> mm_per_unit = 80 (the model is about 1 unit high)
> samples 1000, 100 (only way I could get rid of bright point artifacts)
> subsurface { 5*colour, 0.5*(1-colour) } (IIRC!)
>

So your model is about 80 mm (3 inches) why pick that value?
This is something I'm having difficulty getting my head around. :-(

-- 
Regards
     Stephen


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From: Bill Pragnell
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 07:00:00
Message: <web.4d6e3131d81bd80d6dd25f0b0@news.povray.org>
Stephen <mcavoys_at@aoldotcom> wrote:
> I did a test without aa and there are more artefacts in the non-aa
> rendering.

I see what you mean. The artifacts were definitely lessened by aa, but they were
lessened much more by increasing the sampling :)

> > mm_per_unit = 80 (the model is about 1 unit high)
> > samples 1000, 100 (only way I could get rid of bright point artifacts)
> > subsurface { 5*colour, 0.5*(1-colour) } (IIRC!)
>
> So your model is about 80 mm (3 inches) why pick that value?
> This is something I'm having difficulty getting my head around. :-(

Well, I was basically just tweaking until it looked good. I don't really
understand what the subsurface:mm_per_unit ratio means, although the
scattering:absorption ratio of the subsurface values seems more intuitive (not
dissimilar to media).

I think the mm_per_unit value kind of makes sense - most everyday experience
with translucent stone objects is small statues/knick-knacks. For larger items
(metres and larger), I would expect the translucency to be much more subtle, or
even invisible, due to the greater path lengths.

I think word-of-god elucidation is required :)


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From: Stephen
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 08:22:37
Message: <4d6e449d$1@news.povray.org>
On 02/03/2011 11:59 AM, Bill Pragnell wrote:
> Stephen<mcavoys_at@aoldotcom>  wrote:
>> I did a test without aa and there are more artefacts in the non-aa
>> rendering.
>
> I see what you mean. The artifacts were definitely lessened by aa, but they were
> lessened much more by increasing the sampling :)
>

OK, that saves me some experimenting.

>
> Well, I was basically just tweaking until it looked good. I don't really
> understand what the subsurface:mm_per_unit ratio means, although the
> scattering:absorption ratio of the subsurface values seems more intuitive (not
> dissimilar to media).
>

I agree that the subsurface values seems more intuitive.

> I think the mm_per_unit value kind of makes sense - most everyday experience
> with translucent stone objects is small statues/knick-knacks. For larger items
> (metres and larger), I would expect the translucency to be much more subtle, or
> even invisible, due to the greater path lengths.
>
> I think word-of-god elucidation is required :)
>
>
I think that I'll wait until RC4, where the syntax will change, before 
playing any more.

-- 
Regards
     Stephen


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From: Stephen
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 12:40:29
Message: <4d6e810d@news.povray.org>
On 02/03/2011 9:19 AM, Bill Pragnell wrote:
> mm_per_unit = 80

Using your setting of mm_per_unit  80 and subsurface {samples 500, 100 }
I think that this one turns out nice. It took five and a half hours to 

after my laptop overheated)


-- 
Regards
     Stephen


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Attachments:
Download 'lucy10_01c_.jpg' (183 KB)

Preview of image 'lucy10_01c_.jpg'
lucy10_01c_.jpg


 

From: Jim Holsenback
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 12:50:07
Message: <4d6e834f$1@news.povray.org>
On 03/02/2011 01:40 PM, Stephen wrote:
> On 02/03/2011 9:19 AM, Bill Pragnell wrote:
>> mm_per_unit = 80
> 
> Using your setting of mm_per_unit  80 and subsurface {samples 500, 100 }
> I think that this one turns out nice. It took five and a half hours to

> after my laptop overheated)
> 
> 
I thought you were gonna wait for RC4
Now go have a cup of tea and let the ole laptop cool down for a bit ;-)


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