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From: Jörg 'Yadgar' Bleimann
Subject: Re: LanuHum Global Test image
Date: 9 Jan 2014 19:09:47
Message: <52cf3a4b$1@news.povray.org>
Hi(gh)!

On 09.01.2014 14:18, Thomas de Groot wrote:
> Far from me the desire to reach the perfection of Master Lipka, so as a
> good disciple I humbly show here my unworthy filth to be judged, kindly
> but justly I hope. :-)
>
> I am far from done, so no caustics or other more serious material
> details, neither is the water or the glass sculpture visited here.
>
> I changed the light source to a CIE.inc blackbody of 6200 kelvin and
> doubled the luminosity; I added micro-normals to plaster and tiles. Not
> yet UberPOV but that should come soon too.
>
> Thomas

Still, to me the overall light levels of the shadowed parts seems 
somewhat too low (but this might be a question of my system's gamma - 
currently 2.0)... and there are still some bright artifact dots along 
the upper edges of the walls. What radiosity settings did you use?

See you in Khyberspace!

Yadgar

Now playing: Gustav Mahler: Symphony No. 2, 5th movement, live at 
Masada, conductor: Zubin Mehta

No


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image
Date: 10 Jan 2014 03:21:57
Message: <52cfada5$1@news.povray.org>

> Still, to me the overall light levels of the shadowed parts seems
> somewhat too low (but this might be a question of my system's gamma -
> currently 2.0)... and there are still some bright artifact dots along
> the upper edges of the walls. What radiosity settings did you use?
>

I agree about the light levels but I don't know how to compensate that 
other than by an additional light (I don't like) or by a stronger light 
maybe (I shall try). However, I personally like this and my impression 
is that this is a /natural/ situation. Comments welcome.

The bright dots are still a problem indeed. They are also present in 
Christoph's image. I wonder if this is not light leaking along mesh 
edges.... Comments welcome.

presently, radiosity settings are:

   radiosity {
       pretrace_start   0.08
       pretrace_end     0.004
       count            500, 1000
       nearest_count    10, 5
       error_bound      1
       recursion_limit  4
       low_error_factor 0.3
       gray_threshold   0.0
       minimum_reuse    0.015
       maximum_reuse    0.1		
       brightness       1
       adc_bailout      1/100000
       normal           on
       media            off
       always_sample    off
       //max_sample     1.0
   }

Thomas


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From: Ive
Subject: Re: LanuHum Global Test image
Date: 10 Jan 2014 04:00:43
Message: <52cfb6bb$1@news.povray.org>
Am 10.01.2014 09:21, schrieb Thomas de Groot:
> I agree about the light levels but I don't know how to compensate that
> other than by an additional light (I don't like) or by a stronger light
> maybe (I shall try). However, I personally like this and my impression
> is that this is a /natural/ situation. Comments welcome.
>
I think the shadowed parts do look perfectly right.

> The bright dots are still a problem indeed. They are also present in
> Christoph's image. I wonder if this is not light leaking along mesh
> edges....
>
It is light leaking and it gets even worse when using higher quality 
(i.e. lower error_bound) settings. I guess the only solution is to 
remodel the room and give the walls and the ceiling some real thickness, 
thats what I did. As with CSG where it is a good idea to let walls and 
ceiling overlap.


> presently, radiosity settings are:
>
>    radiosity {
>        pretrace_start   0.08
>        pretrace_end     0.004
>        count            500, 1000
>        nearest_count    10, 5
>        error_bound      1
>        recursion_limit  4
>        low_error_factor 0.3
>        gray_threshold   0.0
>        minimum_reuse    0.015
>        maximum_reuse    0.1
>        brightness       1
>        adc_bailout      1/100000
>        normal           on
>        media            off
>        always_sample    off
>        //max_sample     1.0
>    }
>

When you add no_radiosity to all window/door glasses you'll get away 
with 2 recursions and faster render speed - without any visual impact.
And I'm not sure about this low adc_bailout within the radiosity block, 
if such low value is needed shouldn't it go into the global settings 
block itself - to keep the photons visible?
Maybe Christoph can shed some light on this.

-Ive


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image
Date: 10 Jan 2014 04:06:27
Message: <52cfb813@news.povray.org>
Just for a quick test I switched off the normals here. I doubled again 
the luminosity and now the shadowy parts come out better.

I wonder if the leaking along the edges cannot be remedied by better 
meshes. The present ones are of very low resolution (a pillar face is 
just two triangles for instance). That might give problems. I am going 
to have the walls through Silo and process them a bit.

Thomas


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Attachments:
Download 'test.png' (299 KB)

Preview of image 'test.png'
test.png


 

From: Thomas de Groot
Subject: Re: LanuHum Global Test image
Date: 10 Jan 2014 04:11:53
Message: <52cfb959$1@news.povray.org>
On 10-1-2014 9:59, Ive wrote:
> Am 10.01.2014 09:21, schrieb Thomas de Groot:
>> The bright dots are still a problem indeed. They are also present in
>> Christoph's image. I wonder if this is not light leaking along mesh
>> edges....
>>
> It is light leaking and it gets even worse when using higher quality
> (i.e. lower error_bound) settings. I guess the only solution is to
> remodel the room and give the walls and the ceiling some real thickness,
> thats what I did. As with CSG where it is a good idea to let walls and
> ceiling overlap.

You confirm my own guess. I am going to process the walls and pillars 
objects in Silo.

>
>
>> presently, radiosity settings are:
>>
>>    radiosity {
>>        pretrace_start   0.08
>>        pretrace_end     0.004
>>        count            500, 1000
>>        nearest_count    10, 5
>>        error_bound      1
>>        recursion_limit  4
>>        low_error_factor 0.3
>>        gray_threshold   0.0
>>        minimum_reuse    0.015
>>        maximum_reuse    0.1
>>        brightness       1
>>        adc_bailout      1/100000
>>        normal           on
>>        media            off
>>        always_sample    off
>>        //max_sample     1.0
>>    }
>>
>
> When you add no_radiosity to all window/door glasses you'll get away
> with 2 recursions and faster render speed - without any visual impact.

Good idea. I didn't think of that possibility.

> And I'm not sure about this low adc_bailout within the radiosity block,
> if such low value is needed shouldn't it go into the global settings
> block itself - to keep the photons visible?
> Maybe Christoph can shed some light on this.

I put in that low adc_bailout in preparation to the photons/caustics 
generation, as Christoph suggested earlier in this thread. I am a newbie 
as far as this is concerned.

Thomas


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From: Ive
Subject: Re: LanuHum Global Test image
Date: 10 Jan 2014 04:20:00
Message: <52cfbb40$1@news.povray.org>
Am 10.01.2014 10:11, schrieb Thomas de Groot:
>> And I'm not sure about this low adc_bailout within the radiosity block,
>> if such low value is needed shouldn't it go into the global settings
>> block itself - to keep the photons visible?
>
> I put in that low adc_bailout in preparation to the photons/caustics
> generation, as Christoph suggested earlier in this thread.
>
Yes, thats what I'm saying too, but it seems you missed the "global 
settings block itself" - and not the radiosity block within the global 
settings.

-Ive


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From: clipka
Subject: Re: LanuHum Global Test image
Date: 10 Jan 2014 06:44:12
Message: <52cfdd0c$1@news.povray.org>
Am 10.01.2014 09:21, schrieb Thomas de Groot:

>> Still, to me the overall light levels of the shadowed parts seems
>> somewhat too low (but this might be a question of my system's gamma -
>> currently 2.0)... and there are still some bright artifact dots along
>> the upper edges of the walls. What radiosity settings did you use?
>
> I agree about the light levels but I don't know how to compensate that
> other than by an additional light (I don't like) or by a stronger light
> maybe (I shall try). However, I personally like this and my impression
> is that this is a /natural/ situation. Comments welcome.

The proper approach to compensate would be to increase the walls' 
brightness. /If/ you want to compensate at all. Looks natural enough to 
me, too.

> The bright dots are still a problem indeed. They are also present in
> Christoph's image. I wonder if this is not light leaking along mesh
> edges.... Comments welcome.

It's not specifically leaking along mesh edges, but through /any/ edges. 
Surprisingly, similar artifacts can be observed with CSG as well. Up to 
this day I haven't really figured out what's causing this, but the 
number of radiosity bounces (i.e. recursion_limit) does seem to play a 
role (I think I've never seen these artifacts with recursion_limit 2 or 
lower).


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From: clipka
Subject: Re: LanuHum Global Test image
Date: 10 Jan 2014 06:47:28
Message: <52cfddd0$1@news.povray.org>
Am 10.01.2014 10:18, schrieb Ive:
> Am 10.01.2014 10:11, schrieb Thomas de Groot:
>>> And I'm not sure about this low adc_bailout within the radiosity block,
>>> if such low value is needed shouldn't it go into the global settings
>>> block itself - to keep the photons visible?
>>
>> I put in that low adc_bailout in preparation to the photons/caustics
>> generation, as Christoph suggested earlier in this thread.
>>
> Yes, thats what I'm saying too, but it seems you missed the "global
> settings block itself" - and not the radiosity block within the global
> settings.

Actually I proposed to use such a low value in the global settings 
/photons/ block.

The general global settings adc_bailout, as well as radiosity 
adc_bailout, should both be ok with more conservative values.


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image
Date: 10 Jan 2014 07:11:22
Message: <52cfe36a$1@news.povray.org>
On 10-1-2014 12:47, clipka wrote:
> Am 10.01.2014 10:18, schrieb Ive:
>> Am 10.01.2014 10:11, schrieb Thomas de Groot:
>>>> And I'm not sure about this low adc_bailout within the radiosity block,
>>>> if such low value is needed shouldn't it go into the global settings
>>>> block itself - to keep the photons visible?
>>>
>>> I put in that low adc_bailout in preparation to the photons/caustics
>>> generation, as Christoph suggested earlier in this thread.
>>>
>> Yes, thats what I'm saying too, but it seems you missed the "global
>> settings block itself" - and not the radiosity block within the global
>> settings.
>
> Actually I proposed to use such a low value in the global settings
> /photons/ block.
>
> The general global settings adc_bailout, as well as radiosity
> adc_bailout, should both be ok with more conservative values.
>

Right. I missed that, as I am now entering unknown territory ;-)

I have some read-up on the matter to do, and some testing.

Thomas


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image
Date: 10 Jan 2014 07:17:02
Message: <52cfe4be$1@news.povray.org>
On 10-1-2014 12:44, clipka wrote:
> The proper approach to compensate would be to increase the walls'
> brightness. /If/ you want to compensate at all. Looks natural enough to
> me, too.

I agree and, as far as I am concerned, I do not want to compensate. 
Increasing luminosity helps too while keeping the balance between light 
and dark within acceptable limits.

>
>> The bright dots are still a problem indeed. They are also present in
>> Christoph's image. I wonder if this is not light leaking along mesh
>> edges.... Comments welcome.
>
> It's not specifically leaking along mesh edges, but through /any/ edges.
> Surprisingly, similar artifacts can be observed with CSG as well. Up to
> this day I haven't really figured out what's causing this, but the
> number of radiosity bounces (i.e. recursion_limit) does seem to play a
> role (I think I've never seen these artifacts with recursion_limit 2 or
> lower).
>
Well, from my latest render (not included here) I must say that leaking 
also appears with recursion_limit 2.

Iirc, Christoph Hormann treated this problem in Megapov with a radiosity 
patch.

Thomas


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