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From: LanuHum
Subject: Re: LanuHum Global Test image - wip 4
Date: 12 Jan 2014 11:15:01
Message: <web.52d2bea3eff00a397a3e03fe0@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> 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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From: Robert McGregor
Subject: Re: LanuHum Global Test image - wip 3
Date: 12 Jan 2014 11:50:00
Message: <web.52d2c7a271949f9a91114470@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> 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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From: clipka
Subject: Re: LanuHum Global Test image - wip 4
Date: 12 Jan 2014 12:53:02
Message: <52d2d67e$1@news.povray.org>
Am 12.01.2014 17:11, schrieb LanuHum:
> Thomas de Groot <tho### [at] degrootorg> 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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From: Christian Froeschlin
Subject: Re: LanuHum Global Test image - wip 4
Date: 12 Jan 2014 14:14:07
Message: <52d2e97f$1@news.povray.org>
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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From: Ive
Subject: Re: LanuHum Global Test image - wip 4
Date: 12 Jan 2014 15:07:34
Message: <52d2f606$1@news.povray.org>
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>
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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From: Robert McGregor
Subject: Re: LanuHum Global Test image - wip 4
Date: 12 Jan 2014 18:20:01
Message: <web.52d3226ceff00a3991114470@news.povray.org>
Ive <ive### [at] lilysoftorg> wrote:
> 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

Thomas, if this helps, I have the objects setup like this to get the proper
caustics (and "collect off" increased render speed x4):

#include "frame_side_object.inc"
object {
   frame_side_ob
   photons {
      pass_through
      collect off
   }
}

#include "frame_top_001_object.inc"
object {
   frame_top_001_ob
   photons {
      pass_through
      collect off
   }
}

#include "frame_top_object.inc"
object {
   frame_top_ob
   photons {
      pass_through
      collect off
   }
}

#include "water_object.inc"
object {
   water_ob
   photons {
      target
      reflection on
      refraction on
   }
}

#include "pool_object.inc"
object {
   pool_ob
   photons { collect on }
}

#include "arc_object.inc"
object {
   arc_ob
   photons { collect on }
}

#include "walls_object.inc"
object {
   walls_ob
   photons { collect on }
}

-------------------------------------------------
www.McGregorFineArt.com


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 4
Date: 13 Jan 2014 03:01:26
Message: <52d39d56$1@news.povray.org>
On 12-1-2014 21:06, Ive wrote:
> 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.

They don't, I agree. What is more, with the light_source again in the 
right place, there is a very distrubing shadow bar across the image 
falling from the skylight.

> 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.

There still are some things I am doing wrong. Robert's code (see his 
post) shows me were I went wrong.

Thomas


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 3
Date: 13 Jan 2014 03:04:39
Message: <52d39e17$1@news.povray.org>
On 12-1-2014 17:49, Robert McGregor wrote:

> 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).

Yes, I still have not fully understood the working of photons. Thanks 
for the code you posted later, that is going to help.

>
> 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...

Indeed. All vertices had to be merged in the objects. I only did that 
for the relevant objects I needed to change however. I left the others 
alone.

Looking forward to your version!

Thomas


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 4
Date: 13 Jan 2014 03:07:48
Message: <52d39ed4$1@news.povray.org>
On 12-1-2014 18:53, clipka wrote:
> Am 12.01.2014 17:11, schrieb LanuHum:
>> 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).
>

That is right. I used micronormals here. Just a very small granite 
normal. In a future version I intend to use UberPOV's blurred 
reflections instead.

Thomas


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