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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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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 3
Date: 11 Jan 2014 07:11:37
Message: <52d134f9@news.povray.org>
Does not seem much but I got rid of the light leaking. Following was done:

- meshes (walls, archs, windows) inc files through Poseray export as obj 
files (weld vertices and recalculate normals);

- in Silo: giving thickness to the walls with the Shell utility (this 
probably exists also in Blender?);

- in Silo: closing of the arch object and extending it a little bit 
above the ceiling;

- in Silo: lowering the sky-windows which were /floating/ just above the 
building letting light leak in-between;

- saving the different objects as obj files and through Poseray export 
to POV as mesh2 files (recalculate normals);

- in the POV scene: replace the mesh{} objects by the mesh2{} ones;

Everything seems now to be in place to tackle the photons and caustics.

Thomas


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From: LanuHum
Subject: Re: LanuHum Global Test image - wip 3
Date: 11 Jan 2014 08:25:00
Message: <web.52d1453971949f9a7a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

>
> - in the POV scene: replace the mesh{} objects by the mesh2{} ones;
>

Povray slows down the miscalculation if matrix is used
I didn't find the solution to calculate normal*matrix for mesh2
Maurice Raybaud it is possible will make


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From: Ive
Subject: Re: LanuHum Global Test image - wip 3
Date: 11 Jan 2014 09:42:42
Message: <52d15862$1@news.povray.org>
Am 11.01.2014 13:11, schrieb Thomas de Groot:

> Does not seem much but I got rid of the light leaking. Following was done:
>
Seems much to me.

BTW before you start a final render: your aspect ratio for the image is 
wrong!

-Ive


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 3
Date: 11 Jan 2014 10:14:14
Message: <52d15fc6$1@news.povray.org>
On 11-1-2014 15:41, Ive wrote:
> Am 11.01.2014 13:11, schrieb Thomas de Groot:
>
>> Does not seem much but I got rid of the light leaking. Following was
>> done:
>>
> Seems much to me.

I know ;-) it is a fair lot of work for only little specks of light, but 
the result is essential of course.

>
> BTW before you start a final render: your aspect ratio for the image is
> wrong!

hmm... 1000x800 and using all camera parameters as given by the original 
scene file. I shall change the right to -x*image_width/image_height and 
see if that makes any difference.

Presently, I have difficulties with photons/caustics. THey do not show 
on the ceiling...

Ultimately, I shall add a media to the scene to show some dust in the 
atmosphere, but not too much.

Thomas


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