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From: Jaime Vives Piqueres
Subject: Re: Canister of Elbow Macaroni
Date: 23 Nov 2012 17:45:35
Message: <50affc8f$1@news.povray.org>

> As it stands the simulation took over an hour ... and hammered my
> poor ole 32-bit dual core machine. I'm wondering if there's a way to
> decouple the script editor ... maybe wishful thinking, but I've got a
> gut feeling it's a significant resource hog.

   Me too... I didn't talk with Koppi yet about it, but I think it would
be a good idea to test if removing the editor improves speed. If so, an
option to disable, or at least "freeze", the editor during simulation
would be very helpful for complex scripts.

> Two more things ... I couldn't locate my kitchen hdr, so Jamie if you
>  don't mind, I'd like to try the one you mentioned.

   You have it into your mailbox already... and as Ive pointed out,
Poseray can extract lights from an HDRI. I never tried it for that, and
should do some day.

--
Jaime


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From: Alain
Subject: Re: Canister of Elbow Macaroni
Date: 24 Nov 2012 15:18:02
Message: <50b12b7a$1@news.povray.org>

> On 11/22/2012 03:16 AM, Jaime Vives Piqueres wrote:

>>> I have a kitchen HDR [...]
>>
>>    Is that the one from Paul Debevec? If so, I've a setup of two lights
>> which fits close enough the default spherical mapping of this HDR into a
>> sphere, so the lighting and highlights seem to come effectively from the
>> HDR. It's what I used for the fruits bowl scene... it took me a while,
>> with lots of trial& error until I found the positions. Just ask for it...
>>
>> --
>> Jaime
>>
>
> Well when I tried to increase the number of noodles I got too many
> escapees ... So I reworked BOTH the noodles and the canister. I don't
> know if it's blender, or me (LOL ... willing to call it me for now) but
> until I cleaned up the canister mesh (adequate number of verities for
> collision testing) and redid the normals before I got it with NO
> escapees ... noodle count up to 428 now.
>
> As it stands the simulation took over an hour ... and hammered my poor
> ole 32-bit dual core machine. I'm wondering if there's a way to decouple
> the script editor ... maybe wishful thinking, but I've got a gut feeling
> it's a significant resource hog.
>
> Two more things ... I couldn't locate my kitchen hdr, so Jamie if you
> don't mind, I'd like to try the one you mentioned. Oh and hey the
> perfect noodle pigment is eluding me ... found some image's to sample
> but not joy yet, so if anyone else can offer that magic pigment, I'd
> sure appreciate the nudge.
>
> Cheers

I have a problem with the kitchen probe: no mather what projection I 
use, or what convertion I do, there is always an ugly glitch that cause 
extreme stretching along the seam.
I convert from the spherical image to the longitude-latitude format in 
HDRShop and apply to a sphere or sky_sphere using a spherical mapping.
Same thing if I use the cross format as a source.

Also, it's a single view point probe (you see the camera) while beter 
ones use a 2 view point setting.


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From: James Holsenback
Subject: Re: Canister of Elbow Macaroni
Date: 28 Nov 2012 10:22:53
Message: <50b62c4d@news.povray.org>
On 11/23/2012 04:36 PM, BertvdB wrote:
> James Holsenback <nom### [at] nonecom> wrote:
>> Here's the 1st test render, everything is fairly mono-chrome for now.
>> Lot's more noodles to come ... only 250 here. I have a kitchen HDR and I
>> think I can get this one to look like it's on the counter.I'm also
>> considering sslt for the noodles, however I'm worried about the render
>> time. If I texture one noodle and call it a bunch of times, it shouldn't
>> be too bad ;-)
>
> It needs for sure some colouring, now it looks like a cannister of maggots
>
>
LOL ... funny but not helpful ;-)

How's this ...

I think I've settled on this "kitchen counter" pose. I had to redo the 
noodle simulation, I noticed some intersections. I just gave the even 
numbered noodles a slightly less "mass" value. The utensils/rack are a 
model I found ... it needed some work, but wouldn't import into blender, 
but would in poseray. I'm going to keep the  utensils and make my own rack.

I think I'm close to over doing the angular look I have going on ... so 
to break that up, I'm working on a pepper-mill for the foreground (left) 
tipped on it's side (into the scene) with some peppercorns scattered on 
the counter.


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From: Jaime Vives Piqueres
Subject: Re: Canister of Elbow Macaroni
Date: 29 Nov 2012 05:00:19
Message: <50b73233$1@news.povray.org>

> How's this ...

   Much better... the tiling work is very nice, BTW.

> I think I've settled on this "kitchen counter" pose. I had to redo
> the noodle simulation, I noticed some intersections. I just gave the
> even numbered noodles a slightly less "mass" value. The utensils/rack
> are a model I found ... it needed some work, but wouldn't import into
> blender, but would in poseray. I'm going to keep the  utensils and
> make my own rack.
>

   Curiously, I've been thinking on making a simulation of my cutlery set
falling vertically into a rack, to obtain a rack full of realistically
placed flatware.

> I think I'm close to over doing the angular look I have going on ...
> so to break that up, I'm working on a pepper-mill for the foreground
> (left) tipped on it's side (into the scene) with some peppercorns
> scattered on the counter.

   Nice touch... but don't forget to put a cheese piece somewhere. :)

--
Jaime


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From: Thomas de Groot
Subject: Re: Canister of Elbow Macaroni
Date: 29 Nov 2012 07:37:37
Message: <50b75711$1@news.povray.org>
On 28-11-2012 16:22, James Holsenback wrote:
> On 11/23/2012 04:36 PM, BertvdB wrote:
>> James Holsenback <nom### [at] nonecom> wrote:
>>> Here's the 1st test render, everything is fairly mono-chrome for now.
>>> Lot's more noodles to come ... only 250 here. I have a kitchen HDR and I
>>> think I can get this one to look like it's on the counter.I'm also
>>> considering sslt for the noodles, however I'm worried about the render
>>> time. If I texture one noodle and call it a bunch of times, it shouldn't
>>> be too bad ;-)
>>
>> It needs for sure some colouring, now it looks like a cannister of
>> maggots
>>
>>
> LOL ... funny but not helpful ;-)
>
> How's this ...
>

Going well. You might increase the yellow component of the noodles a 
bit. Just looked at some in my kitchen and that seems the main 
difference with your image.

Thomas


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From: James Holsenback
Subject: Re: Canister of Elbow Macaroni
Date: 29 Nov 2012 13:16:47
Message: <50b7a68f$1@news.povray.org>
On 11/29/2012 05:00 AM, Jaime Vives Piqueres wrote:

>> How's this ...
>
>    Much better... the tiling work is very nice, BTW.

used Sam's OddTilesObject include ... just define the corners and it 
does the rest.

>
>> I think I've settled on this "kitchen counter" pose. I had to redo
>> the noodle simulation, I noticed some intersections. I just gave the
>> even numbered noodles a slightly less "mass" value. The utensils/rack
>> are a model I found ... it needed some work, but wouldn't import into
>> blender, but would in poseray. I'm going to keep the  utensils and
>> make my own rack.
>>
>
>    Curiously, I've been thinking on making a simulation of my cutlery set
> falling vertically into a rack, to obtain a rack full of realistically
> placed flatware.

LOL ... I've got idea's queued up too, just can't make the objects quick 
enough ;-)

>
>> I think I'm close to over doing the angular look I have going on ...
>> so to break that up, I'm working on a pepper-mill for the foreground
>> (left) tipped on it's side (into the scene) with some peppercorns
>> scattered on the counter.
>
>    Nice touch... but don't forget to put a cheese piece somewhere. :)

Yeah a simple shape ... that may be my fall back. I've been working on a 
garlic bulb with some of the cloves detached


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From: James Holsenback
Subject: Re: Canister of Elbow Macaroni
Date: 29 Nov 2012 13:24:02
Message: <50b7a842@news.povray.org>
On 11/29/2012 07:37 AM, Thomas de Groot wrote:
> On 28-11-2012 16:22, James Holsenback wrote:
>> On 11/23/2012 04:36 PM, BertvdB wrote:
>>> James Holsenback <nom### [at] nonecom> wrote:
>>>> Here's the 1st test render, everything is fairly mono-chrome for now.
>>>> Lot's more noodles to come ... only 250 here. I have a kitchen HDR
>>>> and I
>>>> think I can get this one to look like it's on the counter.I'm also
>>>> considering sslt for the noodles, however I'm worried about the render
>>>> time. If I texture one noodle and call it a bunch of times, it
>>>> shouldn't
>>>> be too bad ;-)
>>>
>>> It needs for sure some colouring, now it looks like a cannister of
>>> maggots
>>>
>>>
>> LOL ... funny but not helpful ;-)
>>
>> How's this ...
>>
>
> Going well. You might increase the yellow component of the noodles a
> bit. Just looked at some in my kitchen and that seems the main
> difference with your image.
>
> Thomas
>
>
I was thinking subsurface might bring it the rest of the way ... I've 
also had some interesting results with back-side diffuse ... the later 
with thin stuff, but think it's worth a try anyways :-)


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From: Alain
Subject: Re: Canister of Elbow Macaroni
Date: 29 Nov 2012 16:17:20
Message: <50b7d0e0$1@news.povray.org>

> On 11/29/2012 07:37 AM, Thomas de Groot wrote:
>> On 28-11-2012 16:22, James Holsenback wrote:
>>> On 11/23/2012 04:36 PM, BertvdB wrote:
>>>> James Holsenback <nom### [at] nonecom> wrote:
>>>>> Here's the 1st test render, everything is fairly mono-chrome for now.
>>>>> Lot's more noodles to come ... only 250 here. I have a kitchen HDR
>>>>> and I
>>>>> think I can get this one to look like it's on the counter.I'm also
>>>>> considering sslt for the noodles, however I'm worried about the render
>>>>> time. If I texture one noodle and call it a bunch of times, it
>>>>> shouldn't
>>>>> be too bad ;-)
>>>>
>>>> It needs for sure some colouring, now it looks like a cannister of
>>>> maggots
>>>>
>>>>
>>> LOL ... funny but not helpful ;-)
>>>
>>> How's this ...
>>>
>>
>> Going well. You might increase the yellow component of the noodles a
>> bit. Just looked at some in my kitchen and that seems the main
>> difference with your image.
>>
>> Thomas
>>
>>
> I was thinking subsurface might bring it the rest of the way ... I've
> also had some interesting results with back-side diffuse ... the later
> with thin stuff, but think it's worth a try anyways :-)

Back-side diffuse works prety well with radiosity when your stuff is not 
thin, just need to increase recursion_limit by 1. In some cases, it may 
be used as a cheaper substitute to subsurface, just as fog can cheaply 
replace media and shadowless lights simulate radiosity.


Alain


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From: James Holsenback
Subject: Re: NOT a Canister of Elbow Macaroni
Date: 12 Dec 2012 12:56:22
Message: <50c8c546@news.povray.org>
On 11/28/2012 10:22 AM, James Holsenback wrote:
> On 11/23/2012 04:36 PM, BertvdB wrote:
>> James Holsenback <nom### [at] nonecom> wrote:
>>> Here's the 1st test render, everything is fairly mono-chrome for now.
>>> Lot's more noodles to come ... only 250 here. I have a kitchen HDR and I
>>> think I can get this one to look like it's on the counter.I'm also
>>> considering sslt for the noodles, however I'm worried about the render
>>> time. If I texture one noodle and call it a bunch of times, it shouldn't
>>> be too bad ;-)
>>
>> It needs for sure some colouring, now it looks like a cannister of
>> maggots
>>
>>
> LOL ... funny but not helpful ;-)
>
> How's this ...
>
> I think I've settled on this "kitchen counter" pose. I had to redo the
> noodle simulation, I noticed some intersections. I just gave the even
> numbered noodles a slightly less "mass" value. The utensils/rack are a
> model I found ... it needed some work, but wouldn't import into blender,
> but would in poseray. I'm going to keep the  utensils and make my own rack.
>
> I think I'm close to over doing the angular look I have going on ... so
> to break that up, I'm working on a pepper-mill for the foreground (left)
> tipped on it's side (into the scene) with some peppercorns scattered on
> the counter.

Ah ... well the pepper-mill turned out so good, the canister just didn't 
measure up. It's out for now unless I get the ambition to rework that 
object. I also completely re-did the wire rack ... and LOL yes I 
reworked the chrome as well. I also repositioned the counter area to get 
more hdr image and less counter-top in the reflections.

For the physics simulation I used just the glass container and the shaft 
down the middle (resting on ground plane) ... I was able to get over 
2000 without much strain on resources, because I used the built-in 
sphere object instead of 3ds the version of peppercorns ... the program 
would only make it to something around 750 before it just quit loading.

Now I have a question .... because holy crap my first stab at photons in 
this scene took 28 hrs and it just didn't suit. I think some of the rays 
are getting through the gaps between the peppercorns. I've been reading 
(and re-reading) the docs on photons and I'm unclear about the setup I'm 
using. I'd like to trim some time off that process and here's what I have:

union {	
   object { PepperMill scale 1.01 #if (UsePhotons) split_union off #end }
   object { Peppercorns #if (UsePhotons) split_union off #end }
   translate <-120,0,12.5>
   rotate y*60
   #if (UsePhotons)
     photons { target reflection on refraction on collect off }
   #end
   }

The peppercorns are a union of all the peppercorns is why I did it like 
that, and just wanted a reality check so I don't waste another 28 hrs!


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From: Alain
Subject: Re: NOT a Canister of Elbow Macaroni
Date: 12 Dec 2012 16:54:54
Message: <50c8fd2e$1@news.povray.org>


> Now I have a question .... because holy crap my first stab at photons in
> this scene took 28 hrs and it just didn't suit. I think some of the rays
> are getting through the gaps between the peppercorns. I've been reading
> (and re-reading) the docs on photons and I'm unclear about the setup I'm
> using. I'd like to trim some time off that process and here's what I have:
>
> union {
>    object { PepperMill scale 1.01 #if (UsePhotons) split_union off #end }
>    object { Peppercorns #if (UsePhotons) split_union off #end }
>    translate <-120,0,12.5>
>    rotate y*60
>    #if (UsePhotons)
>      photons { target reflection on refraction on collect off }
>    #end
>    }
>
> The peppercorns are a union of all the peppercorns is why I did it like
> that, and just wanted a reality check so I don't waste another 28 hrs!

I'm not sure that turning split_union off help you. If the union is 
split, you stop checking if you hit any object of the union, but, if you 
don't split it, each ray must test against all of your 2000 peper corns, 
even those on the oposite side or in the middle that have no hope of 
ever interacting with your photons...
Anyway, do a test using only mockup spheres and one photons target 
object shining photons on the whole thing. Compare with and without 
split_union off.

Not splitting the union of the peper mill itself may help in some cases, 
but it also may not.
Do a test render with the empty peper mill and simple planes to collect 
the photons and compare the performances with and without split_union off.

You don't need to use the conditional expression for your photons block. 
In a non-photons scene, any photons block is just silently ignored.


Alain


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