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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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> 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
A pilar face using only 2 triangles don't mean low quality as those two
are realy all that is needed.
Some slight beveling of the edges /may/ help some.
Another solution is to add something behind the mesh, or give it some
actual thickness, especialy near the corners where some radiosity
samples can sample areas of the bright sky or that receive direct
illumination.
Alain
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On 11-1-2014 22:27, Alain wrote:
> A pilar face using only 2 triangles don't mean low quality as those two
> are realy all that is needed.
Yes, I thought so too after I posted :-)
>
> Some slight beveling of the edges /may/ help some.
Editing the object, it appears that there /is/ some bevelling present on
the arches and pillars.
>
> Another solution is to add something behind the mesh, or give it some
> actual thickness, especialy near the corners where some radiosity
> samples can sample areas of the bright sky or that receive direct
> illumination.
Has been done since.
Thomas
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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 3 photons?
Date: 12 Jan 2014 03:12:04
Message: <52d24e54@news.povray.org>
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On 11-1-2014 20:00, clipka wrote:
> 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.
>
They are.
Thomas
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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 4
Date: 12 Jan 2014 07:14:01
Message: <52d28709@news.povray.org>
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After improving suzanne's and the water's finish, and adding a light
scattering media to the air, this is what I get.
I think I need to move the light_source a bit again. Moving the
skylights increased the shadows on the water surface.
Over all, I am well satisfied but before going for the final render I
would like your opinions.
Thomas
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