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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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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 4
Date: 13 Jan 2014 03:09:57
Message: <52d39f55$1@news.povray.org>
Thanks a lot Robert! I can see were I go wrong in my code!

I am in the learning process as these are my first time ever photons :-)

Thomas


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From: Thomas de Groot
Subject: Re: LanuHum Global Test image: wip 4b
Date: 13 Jan 2014 04:05:24
Message: <52d3ac54@news.povray.org>
Got them!

A crude render as test but I got the caustics right now. They show on 
the ceiling.

Thanks to Robert showing me the way.

Comments?

Thomas


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Attachments:
Download 'test.png' (408 KB)

Preview of image 'test.png'
test.png


 

From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 4c
Date: 13 Jan 2014 04:19:35
Message: <52d3afa7@news.povray.org>
Adding some environment...

Thomas


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Attachments:
Download 'test.png' (417 KB)

Preview of image 'test.png'
test.png


 

From: s day
Subject: Re: LanuHum Global Test image - wip 4
Date: 13 Jan 2014 04:55:01
Message: <web.52d3b786eff00a3967c13c250@news.povray.org>
"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
>
> #include "walls_object.inc"
> object {
>    walls_ob
>    photons { collect on }
> }
>

I thought all objects defaulted to "collect on" anyway? Could this be where I
have gone wrong with photons in the past?

Sean


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From: StephenS
Subject: Re: LanuHum Global Test image
Date: 13 Jan 2014 06:04:29
Message: <52d3c83d@news.povray.org>
"Thomas de Groot" <tho### [at] degrootorg> wrote in message 
news:52cd5186@news.povray.org...
> With only a few necessary corrections (see p.general) this is a first
> brutish render of the test scene provided by LanuHum. Added basic
> radiosity too.
>
> Thomas

First attempt.
I am replacing some of the objects with ones more suitable for Pov.
 Sphere{}.
 Isosurface for water.
 Copies for Mesh2{}: chair, floor tiles.

Todo: CSG door, shelf, and pool.

Comments welcome:

Stephen S


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Attachments:
Download 'New_test_pov_b.png' (361 KB)

Preview of image 'New_test_pov_b.png'
New_test_pov_b.png


 

From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 4
Date: 13 Jan 2014 07:10:44
Message: <52d3d7c4$1@news.povray.org>
On 13-1-2014 10:53, s.day wrote:
> "Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
>>
>> #include "walls_object.inc"
>> object {
>>     walls_ob
>>     photons { collect on }
>> }
>>
>
> I thought all objects defaulted to "collect on" anyway? Could this be where I
> have gone wrong with photons in the past?
>

I thought so too indeed. It looks like they do /not/ default to this. As 
far as I know, this is not mentioned in the docs.

Thomas


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