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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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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 3
Date: 11 Jan 2014 10:31:15
Message: <52d163c3@news.povray.org>
On 11-1-2014 14:20, LanuHum wrote:
> 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
>
not essential presently, I used mesh2{} because Poseray does not export 
to mesh{} (well, an older version does, but I prefer mesh2 anyway). The 
result should be the same. One of the advantages of mesh2{} is that 
/materials/ are given to the objects, so there are more possibilities 
especially for translucent objects).

Thomas


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 3
Date: 11 Jan 2014 10:34:59
Message: <52d164a3@news.povray.org>
On 11-1-2014 16:14, Thomas de Groot wrote:
> On 11-1-2014 15:41, Ive wrote:
>> 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.
>

Hmmm, yes, that makes indeed a difference.

Thomas


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From: Ive
Subject: Re: LanuHum Global Test image - wip 3
Date: 11 Jan 2014 10:54:35
Message: <52d1693b@news.povray.org>
Am 11.01.2014 16:14, schrieb Thomas de Groot:
> 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.
>
well, 1000 / 800 makes 1.25 and I bet 100 PovCoins this is not what you 
have. The squeezed chairs do give it away.


> Presently, I have difficulties with photons/caustics. THey do not show
> on the ceiling...
>
I cannot add anything that's not already in the docs: you need a photon 
block within global_settings, make the main light source emit them, make 
the water (and Suzanne) a target and shoot a few millions of them... and 
do not forget to turn collect off for objects where it is not important 
to speed up the render.

> Ultimately, I shall add a media to the scene to show some dust in the
> atmosphere, but not too much.
>
Thomas, you are a patient one ;)

But what *I* really would like to see is Suzanne made of tinted glass.


-Ive


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 3 photons?
Date: 11 Jan 2014 10:55:47
Message: <52d16983$1@news.povray.org>
I have difficulties with photons/caustics. If you compare with 
Christoph's image of the scene, you will see there how the water plays 
on the ceiling. I cannot reproduce this.

I am using the following settings:

global_settings:
   photons {
     spacing 0.01
     gather 20, 100
     autostop 0
     jitter 0.5
     max_trace_level 15
     adc_bailout 1/10e5
   }

objects:
object {suzanne_ob
   interior {
     ior 1.5
     dispersion 1.05
     dispersion_samples 10
     caustics 1.0
     //fade_distance 5
     //fade_power 2
   }
   photons {
     target
     refraction on
     reflection on
     collect off
   }
}

object {water_ob
   interior {
     ior 1.3
     dispersion 1.05
     dispersion_samples 10
     caustics 1.0
     //fade_distance 5
     //fade_power 2
   }
   photons {
     target
     refraction on
     reflection on
     collect off
   }
}

light_source:
     photons { refraction on reflection on }

glass surfaces:
photons {pass_through}

How can I tweak these parameters?

Thomas


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 3
Date: 11 Jan 2014 11:02:29
Message: <52d16b15$1@news.povray.org>
On 11-1-2014 16:53, Ive wrote:
> Am 11.01.2014 16:14, schrieb Thomas de Groot:
>> 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.
>>
> well, 1000 / 800 makes 1.25 and I bet 100 PovCoins this is not what you
> have. The squeezed chairs do give it away.

Yes, the difference comes from:
original right: <-1.0799999982118607, 0, 0> results in squeezed chairs
my (new) right: -x*image_width/image_height gives the chairs correctly

I suppose passing from Blender to POV introduces differences.

>
>
>> Presently, I have difficulties with photons/caustics. THey do not show
>> on the ceiling...
>>
> I cannot add anything that's not already in the docs: you need a photon
> block within global_settings, make the main light source emit them, make
> the water (and Suzanne) a target and shoot a few millions of them... and
> do not forget to turn collect off for objects where it is not important
> to speed up the render.

See my post below.

>
>> Ultimately, I shall add a media to the scene to show some dust in the
>> atmosphere, but not too much.
>>
> Thomas, you are a patient one ;)

I am, if the render time remains manageable. Somehow, presently I am at 
about 1 hour.

>
> But what *I* really would like to see is Suzanne made of tinted glass.

yes, that is still something I need to tweak.

Thomas


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From: clipka
Subject: Re: LanuHum Global Test image - wip 3 photons?
Date: 11 Jan 2014 14:00:37
Message: <52d194d5$1@news.povray.org>
Am 11.01.2014 16:55, schrieb Thomas de Groot:
> I have difficulties with photons/caustics. If you compare with
> Christoph's image of the scene, you will see there how the water plays
> on the ceiling. I cannot reproduce this.

Don't forget to make the ceiling windows pass_through.


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