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Ive <ive### [at] lilysoft org> 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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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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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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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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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>
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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](/povray.binaries.images/attachment/%3C52d3ac54%40news.povray.org%3E/test.png?preview=1)
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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - wip 4c
Date: 13 Jan 2014 04:19:35
Message: <52d3afa7@news.povray.org>
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Adding some environment...
Thomas
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Attachments:
Download 'test.png' (417 KB)
Preview of image 'test.png'
![test.png](/povray.binaries.images/attachment/%3C52d3afa7%40news.povray.org%3E/test.png?preview=1)
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"Robert McGregor" <rob### [at] mcgregorfineart com> 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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"Thomas de Groot" <tho### [at] degroot org> 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](/povray.binaries.images/attachment/%3C52d3c83d%40news.povray.org%3E/New_test_pov_b.png?preview=1)
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On 13-1-2014 10:53, s.day wrote:
> "Robert McGregor" <rob### [at] mcgregorfineart com> 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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