POV-Ray : Newsgroups : povray.binaries.images : SSLT Dragon Server Time
31 Jul 2024 02:22:04 EDT (-0400)
  SSLT Dragon (Message 31 to 40 of 105)  
<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>
From: Stephen
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 12:51:57
Message: <4d6e83bd@news.povray.org>
On 02/03/2011 5:50 PM, Jim Holsenback wrote:
> 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;-)

LOL
It was already rendering when I wrote that.
A cup of tea sounds good though.

-- 
Regards
     Stephen


Post a reply to this message

From: Robert McGregor
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 14:40:01
Message: <web.4d6e9cddd81bd80d86ff1d480@news.povray.org>
Stephen <mcavoys_at@aoldotcom> wrote:
> On 24/02/2011 9:30 AM, Bill Pragnell wrote:
> >> I had the same problem with Lucy, using MeshLab. Somehow I could not get it
> >> >  converted.
> > What seemed to be the issue? I also converted Lucy (I think with Meshlab +
> > Poseray) a couple of years ago and had no problems. I did lower the triangle
> > count a bit, since the file size was vast and I knew most of it would be
> > sub-pixel in the scene I was making...
> >
> >
> MeshLab fails with an error message saying that the application has
> requested the Runtime to terminate in an unusual way.
>
> PoseRay might do it. But slowly, slowly!
> After about 10 minutes loading the PLY file the % completed bar is at
> about 2%.
>
> --
> Regards
>      Stephen

Wow, I'm having deja vu; I converted Lucy with MeshLab and rendered a few SSLT
versions right after the feature first appeared about a year and half ago:
http://news.povray.org/web.4a9f2cce63e55f164726e92b0@news.povray.org

And uploaded the inc file to my web site, the link is here:
http://news.povray.org/web.4aa18ba663e55f164726e92b0@news.povray.org

I'm going to have to try that dragon now though...

Cheers,
Rob

-------------------------------------------------
www.McGregorFineArt.com


Post a reply to this message

From: Bill Pragnell
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 15:20:00
Message: <web.4d6ea60ad81bd80da7b682960@news.povray.org>
Stephen <mcavoys_at@aoldotcom> wrote:
> On 02/03/2011 5:50 PM, Jim Holsenback wrote:
> > 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;-)
>
> LOL
> It was already rendering when I wrote that.
> A cup of tea sounds good though.

You could boil the water on your cpu heatsink ;-)


Post a reply to this message

From: Jim Holsenback
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 16:19:35
Message: <4d6eb467$1@news.povray.org>
On 03/02/2011 03:39 PM, Robert McGregor wrote:
> And uploaded the inc file to my web site, the link is here:
> http://news.povray.org/web.4aa18ba663e55f164726e92b0@news.povray.org

OK what am I doing wrong? I've used mesh objects before so I'm not
blazing any new territory here. I see the parse (tokens) of the object
then the render ... get an empty scene except my ground plane and light
source (zoomed way back looked u/d ... scaled too) don't see nuttin' ...
I should be able to (after including the Lucy file I downloaded from
your site and do:

object { Lucy_Statue pigment {rgb 1}}

btw stats just show 2 objects (plane and light_source)

shucks ... I wanted to play too ;-)


Post a reply to this message

From: Stephen
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 17:16:12
Message: <4d6ec1ac$1@news.povray.org>
On 02/03/2011 8:18 PM, Bill Pragnell wrote:
> You could boil the water on your cpu heatsink;-)

I could burn the heal of my hands on my laptop. (No kidding)

-- 
Regards
     Stephen


Post a reply to this message

From: Stephen
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 17:28:59
Message: <4d6ec4ab$1@news.povray.org>
On 02/03/2011 9:19 PM, Jim Holsenback wrote:
> object { Lucy_Statue pigment {rgb 1}}
>
> btw stats just show 2 objects (plane and light_source)
>
> shucks ... I wanted to play too;-)


Try
object { Lucy pigment {rgb 1}}

Or
object { Lucy pigment {rgb 1}
  scale     <0.010000,0.010000,0.010000>
  rotate    <-90.000000,0.000000,0.000000>
  translate <0.000000,6.000000,0.000000>

}

There is an offset and she's on her back (too much ambrosia IMO)

Then join the fun :-)

-- 
Regards
     Stephen


Post a reply to this message

From: clipka
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 19:47:18
Message: <4d6ee516$1@news.povray.org>
Am 02.03.2011 12:59, schrieb Bill Pragnell:
> 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 :)

I'd expect AA - instead of increasing samples - to give a benefit 
nonetheless, as it avoids increasing the number of samples shot in areas 
where everything is smooth as a baby's behind.

(I personally favor focal blur over AA though, as I think the 
confidence/variance approach is superior the AA's mechanism.)

> 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).

The "mm_per_unit" ratio specifies - not surprisingly - how many mm are 
in a POV-Ray unit.

This is required because the subsurface coefficients are specified in 
[average scattering/absorption events] "per mm", rather than "per 
POV-Ray unit", in order to faciliate creating re-usable material 
libraries. Otherwise what would like marble in one scene might look like 
soap in another, depending on the scene's dimensions.

If you feel like multiplying "mm_per_unit" by some value just to make 
your material look right, instead divide the coefficients by that value.

> 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.

Yup, that's exactly the point of it.


Post a reply to this message

From: Jim Holsenback
Subject: Re: SSLT Dragon
Date: 2 Mar 2011 19:52:30
Message: <4d6ee64e$1@news.povray.org>
On 03/02/2011 06:28 PM, Stephen wrote:
> On 02/03/2011 9:19 PM, Jim Holsenback wrote:
>> object { Lucy_Statue pigment {rgb 1}}
>>
>> btw stats just show 2 objects (plane and light_source)
>>
>> shucks ... I wanted to play too;-)
> 
> 
> Try
> object { Lucy pigment {rgb 1}}
> 
> Or
> object { Lucy pigment {rgb 1}
>  scale     <0.010000,0.010000,0.010000>
>  rotate    <-90.000000,0.000000,0.000000>
>  translate <0.000000,6.000000,0.000000>
> 
> }
> 
> There is an offset and she's on her back (too much ambrosia IMO)
> 
> Then join the fun :-)
> 

thanks uncle steve ... didn't need the rotate, however still odd stats
behavior /without/ scale ... sheesh tried scale 0.1 when I didn't get
any joy moved the cam WAY back and still nuttin' ... long day (yawn)


Ray->Shape Intersection          Tests       Succeeded  Percentage
----------------------------------------------------------------------------
----------------------------------------------------------------------------
----------------------------------------------------------------------------
----------------------------------------------------------------------------

then /with/ scale
Ray->Shape Intersection          Tests       Succeeded  Percentage
----------------------------------------------------------------------------
Mesh                            260598          109403     41.98
Bounding Box                  31313889         8252368     26.35
----------------------------------------------------------------------------
Shadow Ray Tests:             50670   Succeeded:                 21223
Shadow Cache Hits:            21221


Post a reply to this message

From: Bill Pragnell
Subject: Re: SSLT Dragon
Date: 3 Mar 2011 04:30:01
Message: <web.4d6f5eccd81bd80d6dd25f0b0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> I'd expect AA - instead of increasing samples - to give a benefit
> nonetheless, as it avoids increasing the number of samples shot in areas
> where everything is smooth as a baby's behind.

I was a bit more scientific about it yesterday, and it seems aa is more helpful
than I thought - I had some reflection in the texture before that was confusing
the issue.

> (I personally favor focal blur over AA though, as I think the
> confidence/variance approach is superior the AA's mechanism.)

Agreed!

> The "mm_per_unit" ratio specifies - not surprisingly - how many mm are
> in a POV-Ray unit.

Sorry, I wasn't clear enough, I meant the ratio of "mm_per_unit" to the
magnitude of the subsurface values. But your other comments make it much clearer
what's going on, I hadn't realised the subsurface coefficients were mm-1.
(should have read the reference paper!)

> If you feel like multiplying "mm_per_unit" by some value just to make
> your material look right, instead divide the coefficients by that value.

Right.

Thanks for the clarification. :)


Post a reply to this message

From: Stephen
Subject: Re: SSLT Dragon
Date: 3 Mar 2011 05:03:57
Message: <4d6f678d$1@news.povray.org>
On 03/03/2011 12:52 AM, Jim Holsenback wrote:
> thanks uncle steve ... didn't need the rotate, however still odd stats
> behavior/without/  scale ... sheesh tried scale 0.1 when I didn't get
> any joy moved the cam WAY back and still nuttin' ... long day (yawn)
>
>
> Ray->Shape Intersection          Tests       Succeeded  Percentage
> ----------------------------------------------------------------------------
> ----------------------------------------------------------------------------
> ----------------------------------------------------------------------------
> ----------------------------------------------------------------------------
>
> then/with/  scale
> Ray->Shape Intersection          Tests       Succeeded  Percentage
> ----------------------------------------------------------------------------
> Mesh                            260598          109403     41.98
> Bounding Box                  31313889         8252368     26.35
> ----------------------------------------------------------------------------
> Shadow Ray Tests:             50670   Succeeded:                 21223
> Shadow Cache Hits:            21221

Wimp! ;-)


Mesh                        7855178046      4549713063     57.92
Bounding Box             1118966758944    315950707952     28.24

Shadow Ray Tests:        7404170367   Succeeded:            4072760477
Shadow Cache Hits:        129165794

   Trace Time:       6 hours 47 minutes 10 seconds (24430.593 seconds)
               using 6 thread(s) with 141346.808 CPU-seconds total

I've uploaded to povray.binaries.misc a cut down version of the mesh, if 
that is any help.
I can now see the advantage of using a modeller that has an OpenGl display.

-- 
Regards
     Stephen


Post a reply to this message

<<< Previous 10 Messages Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.