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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>
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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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Thomas de Groot <tho### [at] degroot org> 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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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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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>
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On 11-1-2014 14:20, LanuHum wrote:
> Thomas de Groot <tho### [at] degroot org> 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>
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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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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>
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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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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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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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