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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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Attachments:
Download 'test.png' (427 KB)
Preview of image 'test.png'
![test.png](/povray.binaries.images/attachment/%3C52d28709%40news.povray.org%3E/test.png?preview=1)
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Thomas de Groot <tho### [at] degroot org> wrote:
>
> Over all, I am well satisfied but before going for the final render I
> would like your opinions.
>
> Thomas
I don't understand, what is reflected in a mirror in a floor? From what there
the washed-away light spot?
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Thomas de Groot <tho### [at] degroot org> wrote:
> 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
Looking really nice Thomas, I like the subtle media beams! Don't forget to add
pass_through to the photon blocks for the skylights and the water (to allow
reflected caustics on arch and ceiling).
I'm having a go at this myself and found that the walls had nearly 10,000 stray
verts in the mesh that needed merging; and letting PoseRay re-process those
Blender meshes makes the textures so much easier to manage! WIP currently
rendering...
Cheers,
Rob
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Am 12.01.2014 17:11, schrieb LanuHum:
> Thomas de Groot <tho### [at] degroot org> wrote:
>
>>
>> Over all, I am well satisfied but before going for the final render I
>> would like your opinions.
>>
>> Thomas
>
> I don't understand, what is reflected in a mirror in a floor? From what there
> the washed-away light spot?
From what I understand, that's blurred reflections on the floor tiles,
using an approach dubbed "micronormals": You use standard specular
reflection on a texture, but also add some normal perturbation (using a
pattern with some randomness), scaled so small that the structure is
smaller than the image resolution; last not least you also make sure
there is sufficient oversampling (often via a bit of focal blur, or
plenty of anti-aliasing; sometimes it is also done by using an average
texture comprised of countless duplicates of the base texture with
random differences in the normal perturbation).
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On 12.01.2014 13:13, Thomas de Groot wrote:
> I think I need to move the light_source a bit again. Moving the
> skylights increased the shadows on the water surface.
The image is good but shouldn't light source / skylights be in
the same place as the comparison renders for this test scene? It is
hard to compare the images otherwise, especially the water looks very
different with half the basin in shadow.
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Am 12.01.2014 13:13, schrieb Thomas de Groot:
> Over all, I am well satisfied but before going for the final render I
> would like your opinions.
>
Well, those light beams look always nice but I ask myself: do they
really add anything to *this* particular scene.
And where are the caustics on the ceiling, IMO for this scene a more
interesting effect - and your photon settings look fine to me, no idea
whats wrong there, I did get them immediately.
-Ive
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From: clipka
Subject: Re: LanuHum Global Test image - wip 3 photons?
Date: 12 Jan 2014 16:17:20
Message: <52d30660@news.povray.org>
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Am 12.01.2014 09:12, schrieb Thomas de Groot:
> 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.
What's your adc_bailout setting in the global photons block?
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