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31 Jul 2024 10:24:48 EDT (-0400)
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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


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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.


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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


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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. :)


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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


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From: Stephen
Subject: Re: SSLT Dragon
Date: 3 Mar 2011 05:06:51
Message: <4d6f683b$1@news.povray.org>
On 03/03/2011 9:26 AM, Bill Pragnell wrote:
>> 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.:)
>
>

Me too. :-)

-- 
Regards
     Stephen


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From: Stephen
Subject: Re: SSLT Dragon
Date: 3 Mar 2011 06:09:49
Message: <4d6f76fd@news.povray.org>
On 03/03/2011 9:26 AM, Bill Pragnell wrote:
>> >  (I personally favor focal blur over AA though, as I think the
>> >  confidence/variance approach is superior the AA's mechanism.)
> Agreed!
>

I've not used focal blur much. What settings would be a good starting point?

-- 
Regards
     Stephen


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From: Mike Raiford
Subject: Re: SSLT Dragon
Date: 3 Mar 2011 08:45:35
Message: <4d6f9b7f$1@news.povray.org>
On 3/3/2011 5:09 AM, Stephen wrote:
> On 03/03/2011 9:26 AM, Bill Pragnell wrote:
>>> > (I personally favor focal blur over AA though, as I think the
>>> > confidence/variance approach is superior the AA's mechanism.)
>> Agreed!
>>
>
> I've not used focal blur much. What settings would be a good starting
> point?
>

My personal recipe:

Confidence .9
Variance 1/64
Samples to taste, for quicker renders, 10 does the job. For final 
renders I'll go as high as 1000.

Why 1/64 on variance? Well, pixel-to-pixel it's very hard to see the 
difference between a value that's 4 levels different than the next 
(Though 3.7's gamma may change that in shadow or highlight areas) If you 
must, go for the default variance. It slows a little bit, but not much. 
As for confidence? Dunno. .9 is just sort of an arbitrary value.

Either than or start with the defaults, They're good enough (except 
samples) occasionally I'll push confidence to 3 nines or even 4 nines, 
if I think I'm going to get anything out of it.


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From: Jim Holsenback
Subject: Re: SSLT Dragon
Date: 3 Mar 2011 08:50:00
Message: <4d6f9c88$1@news.povray.org>
On 03/03/2011 06:03 AM, Stephen wrote:
> I've uploaded to povray.binaries.misc a cut down version of the mesh, if
> that is any help.

cool .. thanks my brother from another mother


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From: Stephen
Subject: Re: SSLT Dragon
Date: 3 Mar 2011 08:59:30
Message: <4d6f9ec2@news.povray.org>
On 03/03/2011 1:50 PM, Jim Holsenback wrote:
> On 03/03/2011 06:03 AM, Stephen wrote:
>> I've uploaded to povray.binaries.misc a cut down version of the mesh, if
>> that is any help.
>
> cool .. thanks my brother from another mother
>

LOL
Whatever you're smoking, I want some. :-D

-- 
Regards
     Stephen


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