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On 13-1-2014 10:19, Thomas de Groot wrote:
> Adding some environment...
>
> Thomas
Note that the use of fog{} is killing the caustics.
Thomas
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Am 13.01.2014 10:53, schrieb s.day:
> "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?
>
Indeed. POV-Ray help in chapter 3.4.4.4.2 says so and therefor I didn't
see anything wrong with Thomas' code. And POV did behave like this back
in the past.
I was just a lucky to add collect on/off anyway anywhere.
-Ive
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On 13-1-2014 13:40, Ive wrote:
> Indeed. POV-Ray help in chapter 3.4.4.4.2 says so and therefor I didn't
> see anything wrong with Thomas' code. And POV did behave like this back
> in the past.
> I was just a lucky to add collect on/off anyway anywhere.
>
Maybe the default has been broken then?
Thomas
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On 14-1-2014 12:03, StephenS wrote:
> "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:
Still too dark but that can be amended easily. All objects do not need
to be replaced by mesh2{}, only those which need proper tweaking for
photons and such but it is a rewarding exercise nonetheless.
a water isosurface might be a good move indeed...
Thomas
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Okay, here's an attempt I'm finally happy enough with to post.
I added a third chair after fixing the broken chair mesh, but then decided to
just keep the rest of the meshes in the original versions for better comparison
with the other render engines. I did instance the walls and scale up 1.001 to
eliminate the light-leaking.
Thanks to Christoph and Thomas for the proper light position and tips about
wonky materials and radiosity settings.
-------------------------------------------------
www.McGregorFineArt.com
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Attachments:
Download 'rwm_lanuhum_wip3.png' (2531 KB)
Preview of image 'rwm_lanuhum_wip3.png'
![rwm_lanuhum_wip3.png](/povray.binaries.images/attachment/%3Cweb.52d42db071949f9a91114470%40news.povray.org%3E/rwm_lanuhum_wip3.png?preview=1)
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Am 13.01.2014 13:10, schrieb Thomas de Groot:
> 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.
Yet they do.
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Thomas de Groot <tho### [at] degroot org> wrote:
> On 13-1-2014 13:40, Ive wrote:
> > Indeed. POV-Ray help in chapter 3.4.4.4.2 says so and therefor I didn't
> > see anything wrong with Thomas' code. And POV did behave like this back
> > in the past.
> > I was just a lucky to add collect on/off anyway anywhere.
> >
>
> Maybe the default has been broken then?
>
> Thomas
collect on /is/ supposed to be the default, and Christoph says it still is.
Regardless, I too have had many weird photon issues in the past, so when using
multiple transparent/reflecting/refracting surfaces I typically specify on or
off in each photon block just for my own sanity in optimizing render times.
-------------------------------------------------
www.McGregorFineArt.com
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On 13-1-2014 19:17, Robert McGregor wrote:
> Okay, here's an attempt I'm finally happy enough with to post.
>
> I added a third chair after fixing the broken chair mesh, but then decided to
> just keep the rest of the meshes in the original versions for better comparison
> with the other render engines. I did instance the walls and scale up 1.001 to
> eliminate the light-leaking.
>
> Thanks to Christoph and Thomas for the proper light position and tips about
> wonky materials and radiosity settings.
>
I find it interesting how each individual interprets the scene
differently. Good work indeed.
One comment I could make perhaps is that the sky seems to be all around
the building with no ground plane present. I think this influences the
lighting of the interior.
Thomas
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Another comment (on the geometry): You can see light leaking around the
skylights. This is due to their position /above/ the building, leaving a
thin space in between.
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
....
> Still too dark but that can be amended easily. All objects do not need
> to be replaced by mesh2{}, only those which need proper tweaking for
> photons and such but it is a rewarding exercise nonetheless.
>
> a water isosurface might be a good move indeed...
>
> Thomas
The Mesh2{} comment was more for the use of copies.
Stephen S
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