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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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Preview of image 'rwm_lanuhum_wip3.png'
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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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"StephenS" <stephen@nospam> wrote:
....
> 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.
....
Door and pool have now been replaced.
Second try.
Comments welcome:
Stephen S
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From: Thomas de Groot
Subject: Re: LanuHum Global Test image - my final render
Date: 14 Jan 2014 07:12:38
Message: <52d529b6@news.povray.org>
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I can continue tweaking parameters, but I think this is about the best I
can produce. So here is my final image.
Render time: 1h 8', using 6 threads and +a0.01, version 3.7.
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> 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.
Yes, I didn't really think about that, my building is just floating in space;
I'll add a ground plane/fog and see how that works out.
I'm not sure why this scene is so compelling - I can't stop playing with it...
here's a detail render of the caustics in and around the tub.
Now, maybe a better texture and some SSLT on that tub....
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On 14-1-2014 15:05, Robert McGregor wrote:
> I'm not sure why this scene is so compelling - I can't stop playing with it...
> here's a detail render of the caustics in and around the tub.
True. There are a lot of possibilities with this scene. It is an
excellent test ground for different things: aa, photons, sslt indeed,
glass and metal, (blurred) reflections...
I stop now to do other interesting things but I may come back later at
least as a training ground.
Thomas
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