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From: Samuel Benge
Subject: Re: Persistence of Vision
Date: 20 Apr 2011 14:10:00
Message: <web.4daf20da9fd34d3ee691a85d0@news.povray.org>
Paolo Gibellini <p.g### [at] gmailcom> wrote:
> >Samuel Benge  on date 19/04/2011 23:24 wrote:
> > Me too. I brightened the sunlight, changed the area_light settings and made the
> > floor into actual tiles. Attached is a sample of the new macro.
> >

> Cool.
> It'similar to my generator done for tc-rtc competition, but your code is
> more elegant.
> ;-)
> Paolo

Wow, I should check in over there more often. Great work! What are the technical
details of how it operates, if you don't mind my asking, Paolo?

It's one of those things I keep coming back to: how to make irregular bricks? A
very interesting, but difficult subject...


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From: stbenge
Subject: Re: Persistence of Vision
Date: 20 Apr 2011 14:13:54
Message: <4daf2262$1@news.povray.org>
On 4/20/2011 12:00 AM, Thomas de Groot wrote:
> Jim, the new architecture is a big improvement indeed. Sam, those tiles look
> great. Something I have been wanting to do for some time....

Thanks, Thomas. I've been working to get more variation from them, and 
the results are slightly better. I hope to eventually release an 
official version of the combined pigment and object includes...


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From: Alain
Subject: Re: Persistence of Vision
Date: 20 Apr 2011 14:25:13
Message: <4daf2509@news.povray.org>


> Looked pretty close to me ...
> how did you arrive at: area_light x*0.03*LightDist, z*0.03*LightDist 5,5
> adaptive 3 jitter orient circular
>

Do you realise that adaptive 3 tries to start with a 9 by 9 aray?
adaptive 2 wants to start with a 5x5 aray.
You only get a gain for arays of at least 17x17, and should be beter 
with 65x65 or 129x129...

That adaptive setting is like no adaptive at all. The bigest usefull 
adaptive for a 5x5 aray is adaptive 1.


Alain


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From: Jim Holsenback
Subject: Re: Persistence of Vision
Date: 20 Apr 2011 15:48:15
Message: <4daf387f$1@news.povray.org>
On 04/20/2011 02:57 PM, stbenge wrote:
> OK. I might start off making only a basic bladed plant.

LOL maybe it should be trees ... All the work I did today was mostly 
cosmetic and not worth posting an update for ... I did try to develop a 
transition from the 2nd level into the court yard and rejected one or 
two things before deciding that it has to be a stairway from the 
+z-direction wall to the ground level. I think it'll be more harmonious 
with the angle and direction of the light ... I like the shadow play on 
the level ups and on up the face of the adjacent structure, also what's 
coming through the big arches at the mid-line ... so I'll be forging 
ahead with the staircase idea.

This place is huge ... at the stated scale the inside crest of the big 
arches are 50ft off the deck ... I think I hear an echo ;-)


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From: Thomas de Groot
Subject: Re: Persistence of Vision
Date: 21 Apr 2011 03:03:15
Message: <4dafd6b3$1@news.povray.org>
"Samuel Benge" <stb### [at] hotmailcom> schreef in bericht 
news:web.4daf20da9fd34d3ee691a85d0@news.povray.org...
> Wow, I should check in over there more often. Great work! What are the 
> technical
> details of how it operates, if you don't mind my asking, Paolo?
>
> It's one of those things I keep coming back to: how to make irregular 
> bricks? A
> very interesting, but difficult subject...


I second those words from Sam!

Irregular bricks seem easy but are very tricky to do.

Thomas


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From: Paolo Gibellini
Subject: Re: Persistence of Vision
Date: 21 Apr 2011 05:33:33
Message: <4daff9ed@news.povray.org>
>Samuel Benge  on date 20/04/2011 20:07 wrote:
> Paolo Gibellini<p.g### [at] gmailcom>  wrote:
>>> Samuel Benge  on date 19/04/2011 23:24 wrote:
>>> Me too. I brightened the sunlight, changed the area_light settings and made the
>>> floor into actual tiles. Attached is a sample of the new macro.
>>>
>
>> Cool.
>> It'similar to my generator done for tc-rtc competition, but your code is
>> more elegant.
>> ;-)
>> Paolo
>
> Wow, I should check in over there more often. Great work! What are the technical
> details of how it operates, if you don't mind my asking, Paolo?
>
> It's one of those things I keep coming back to: how to make irregular bricks? A
> very interesting, but difficult subject...
>
Thank you, Sam, but the bricks are simple isosurfaces.
The sources are in p.t.s.
;-)
Paolo


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From: stbenge
Subject: Re: Persistence of Vision
Date: 21 Apr 2011 14:57:06
Message: <4db07e02@news.povray.org>
On 4/21/2011 2:34 AM, Paolo Gibellini wrote:
>  >Samuel Benge on date 20/04/2011 20:07 wrote:
>> Paolo Gibellini<p.g### [at] gmailcom> wrote:
>>>> Samuel Benge on date 19/04/2011 23:24 wrote:
>>>> Me too. I brightened the sunlight, changed the area_light settings
>>>> and made the
>>>> floor into actual tiles. Attached is a sample of the new macro.
>>>>
>>
>>> Cool.
>>> It'similar to my generator done for tc-rtc competition, but your code is
>>> more elegant.
>>> ;-)
>>> Paolo
>>
>> Wow, I should check in over there more often. Great work! What are the
>> technical
>> details of how it operates, if you don't mind my asking, Paolo?
>>
>> It's one of those things I keep coming back to: how to make irregular
>> bricks? A
>> very interesting, but difficult subject...
>>
> Thank you, Sam, but the bricks are simple isosurfaces.
> The sources are in p.t.s.
> ;-)
> Paolo

It was the actual solving I was wondering about :) I think I get the 
gist of how you did it: it looks at array entries to find free space and 
places blocks accordingly...


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From: stbenge
Subject: Re: Persistence of Vision
Date: 21 Apr 2011 14:59:01
Message: <4db07e75@news.povray.org>
On 4/20/2011 11:25 AM, Alain wrote:

>
>> Looked pretty close to me ...
>> how did you arrive at: area_light x*0.03*LightDist, z*0.03*LightDist 5,5
>> adaptive 3 jitter orient circular
>>
>
> Do you realise that adaptive 3 tries to start with a 9 by 9 aray?
> adaptive 2 wants to start with a 5x5 aray.
> You only get a gain for arays of at least 17x17, and should be beter
> with 65x65 or 129x129...
>
> That adaptive setting is like no adaptive at all. The bigest usefull
> adaptive for a 5x5 aray is adaptive 1.

OK. I'm still somewhat confused, but I'll give all of your responses a 
closer look.


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From: Samuel Benge
Subject: Re: Persistence of Vision
Date: 21 Apr 2011 15:10:00
Message: <web.4db080349fd34d3ef151112e0@news.povray.org>
Jim Holsenback <jho### [at] povrayorg> wrote:
> On 04/20/2011 02:57 PM, stbenge wrote:
> > OK. I might start off making only a basic bladed plant.
>
> LOL maybe it should be trees ...

OK... trees are not my strong suit, but I did manage to come up with the
attached this morning. As you can see, the leaves are too dense near the center
and not numerous enough near the tops of the branches. But if the tree's total
contribution to the scene is miniscule, then it might not matter much.

The backside illumination and importance sampling are working well though.


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Attachments:
Download 'tree-1m_04s.jpg' (100 KB)

Preview of image 'tree-1m_04s.jpg'
tree-1m_04s.jpg


 

From: Samuel Benge
Subject: Re: Persistence of Vision
Date: 21 Apr 2011 16:35:01
Message: <web.4db093bc9fd34d3ea19076a50@news.povray.org>
"Samuel Benge" <stb### [at] hotmailcom> wrote:
> Jim Holsenback <jho### [at] povrayorg> wrote:
> > On 04/20/2011 02:57 PM, stbenge wrote:
> > > OK. I might start off making only a basic bladed plant.
> >
> > LOL maybe it should be trees ...
>
> OK... trees are not my strong suit, but I did manage to come up with the
> attached this morning. As you can see, the leaves are too dense near the center
> and not numerous enough near the tops of the branches. But if the tree's total
> contribution to the scene is miniscule, then it might not matter much.
>
> The backside illumination and importance sampling are working well though.

Here's the new update... they look more natural now. You just supply the macro
with two parameters and it will grow a tree out of the flower pot you provided.
The file is over at p.t.scene-files.

~Sam


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Attachments:
Download 'treetest-4m_10s.jpg' (138 KB)

Preview of image 'treetest-4m_10s.jpg'
treetest-4m_10s.jpg


 

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