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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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> 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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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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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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Preview of image 'test.png'
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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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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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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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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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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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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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