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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
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Attachments:
Download 'test.png' (314 KB)
Preview of image 'test.png'

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Thomas de Groot <tho### [at] degroot org> wrote:
> 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
My first image:
Post a reply to this message
Attachments:
Download 'povwip.png' (302 KB)
Preview of image 'povwip.png'

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Am 08.01.2014 14:48, schrieb LanuHum:
> Thomas de Groot <tho### [at] degroot org> wrote:
>> 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
>
> My first image:
Increasing the radiosity recursion_limit will do the scene good.
Also, do weed out the over-the-top reflections.
Here's my first result after getting the worst stuff sorted out (using
UberPOV of course).
Obviously there's something wrong with the water, the door has too much
reflection, and the aspect ratio doesn't match, so I'll need a bit more
work.
Post a reply to this message
Attachments:
Download 'test_uber.png' (214 KB)
Preview of image 'test_uber.png'

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Am 08.01.2014 15:25, schrieb clipka:
> Obviously there's something wrong with the water, the door has too much
> reflection, and the aspect ratio doesn't match, so I'll need a bit more
> work.
The door, too, has the textures wrong; probably the same for the folding
chairs, but I haven't yet figured out the proper assignment of materials
for those.
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clipka <ano### [at] anonymous org> wrote:
>
> Increasing the radiosity recursion_limit will do the scene good.
>
recursion_limit - 20
> Also, do weed out the over-the-top reflections.
>
Post a reply to this message
Attachments:
Download 'povwip.png' (280 KB)
Preview of image 'povwip.png'

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Am 08.01.2014 15:38, schrieb clipka:
> The door, too, has the textures wrong; probably the same for the folding
> chairs, but I haven't yet figured out the proper assignment of materials
> for those.
I think in both "folding_chair_object.inc" and
"folding_chair_002_object.inc" the textures need to be shuffled as follows:
is: -> should be:
metal_black_tex -> metal_painted_tex
chrome_matt_tex -> metal_black_tex
plastic_black_tex -> chrome_matt_tex
metal_painted_tex -> plastic_black_tex
presuming that the frame is supposed to be chrome, the feet are supposed
to be plastic, the joints are supposed to be metal, and the seat &
backrest are supposed to be painted.
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On 8-1-2014 15:38, clipka wrote:
> Am 08.01.2014 15:25, schrieb clipka:
>
>> Obviously there's something wrong with the water, the door has too much
>> reflection, and the aspect ratio doesn't match, so I'll need a bit more
>> work.
>
> The door, too, has the textures wrong; probably the same for the folding
> chairs, but I haven't yet figured out the proper assignment of materials
> for those.
>
Same as for the windows: textures have been switched, making the door
panels chrome and the handles/pivots glass ;-)
Thomas
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On 8-1-2014 16:00, LanuHum wrote:
> clipka <ano### [at] anonymous org> wrote:
>
>>
>> Increasing the radiosity recursion_limit will do the scene good.
>>
> recursion_limit - 20
>
No, no! recursion_limit should not be too high. In the present case a
value of 3 works well.
Thomas
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Am 08.01.2014 16:19, schrieb Thomas de Groot:
> On 8-1-2014 15:38, clipka wrote:
>> Am 08.01.2014 15:25, schrieb clipka:
>>
>>> Obviously there's something wrong with the water, the door has too much
>>> reflection, and the aspect ratio doesn't match, so I'll need a bit more
>>> work.
>>
>> The door, too, has the textures wrong; probably the same for the folding
>> chairs, but I haven't yet figured out the proper assignment of materials
>> for those.
>>
> Same as for the windows: textures have been switched, making the door
> panels chrome and the handles/pivots glass ;-)
Actually that was the problem with the mirror, too.
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Am 08.01.2014 16:00, schrieb LanuHum:
> clipka <ano### [at] anonymous org> wrote:
>
>>
>> Increasing the radiosity recursion_limit will do the scene good.
>>
> recursion_limit - 20
Ah, well - that's a bit extreme :-)
For most indoor scenes, recursion_limit 3 should be enough, maybe 4 if
you think the scene renders too fast :-P
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On 8-1-2014 16:26, clipka wrote:
> Am 08.01.2014 16:19, schrieb Thomas de Groot:
>> On 8-1-2014 15:38, clipka wrote:
>>> Am 08.01.2014 15:25, schrieb clipka:
>>>
>>>> Obviously there's something wrong with the water, the door has too much
>>>> reflection, and the aspect ratio doesn't match, so I'll need a bit more
>>>> work.
>>>
>>> The door, too, has the textures wrong; probably the same for the folding
>>> chairs, but I haven't yet figured out the proper assignment of materials
>>> for those.
>>>
>> Same as for the windows: textures have been switched, making the door
>> panels chrome and the handles/pivots glass ;-)
>
> Actually that was the problem with the mirror, too.
>
Well, I am not sure about that one (although that is a solution). I
loaded the mirror into Poseray and had the impression that the geometry
was mirrored, but I might be wrong there.
Thomas
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Last test for today.
I brought all the reflections down to similar levels (have to be tweaked
later on of course) and switched the textures in a number of objects.
More tomorrow.
Thomas
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Attachments:
Download 'test.png' (263 KB)
Preview of image 'test.png'

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Correct mirror.
There are no caustics reflection and refraction.
Photons and radiosity are compatible?
How to improve contrast?
Post a reply to this message
Attachments:
Download 'povwip.png' (291 KB)
Preview of image 'povwip.png'

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It is a little caustics:
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Attachments:
Download 'povwip.png' (287 KB)
Preview of image 'povwip.png'

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Am 08.01.2014 17:00, schrieb LanuHum:
> There are no caustics reflection and refraction.
Use photons.
> Photons and radiosity are compatible?
Yes.
Make sure though that all the windows are using "photons{pass_through}",
and that all surfaces you want to generate caustics are using
"photons{target on reflection on refraction on}".
In the global settings photons block, you'll also need to set
adc_bailout to a very low value. I'm currently using 1/100000 (1e-5).
> How to improve contrast?
The original colors were probably intended to be in sRGB space, so try
replacing all "rgb" with "srgb" (and also all "rgbf" with "srgbf",
"rgbt" with "srgbt", and "rgbft" with "srgbft").
This will reduce the brightness of many materials, thereby reducing the
effect of radiosity. As a consequence, areas in shadow will experience
not only an absolute reduction in brightness, but more importantly also
a reduction in brightness relative to areas in bright light. (As areas
in bright light will also get a bit darker, you may want to increase the
light source's brightness to compensate.)
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Am 08.01.2014 20:08, schrieb LanuHum:
> It is a little caustics:
Looks to me like you added another light source. Don't - unless you
really know what you're doing, every bit of cheating makes the result
look less realistic.
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clipka <ano### [at] anonymous org> wrote:
>
> In the global settings photons block, you'll also need to set
> adc_bailout to a very low value. I'm currently using 1/100000 (1e-5).
>
>
Thanks!
>
> "srgb"
>
How to write down?
example:
pigment{ color srgb < 0.5, 1, 0.3, 0.7>}?
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clipka <ano### [at] anonymous org> wrote:
> Am 08.01.2014 20:08, schrieb LanuHum:
> > It is a little caustics:
>
> Looks to me like you added another light source. Don't - unless you
> really know what you're doing, every bit of cheating makes the result
> look less realistic.
Yes, I added. :(
But, It is a lot of big windows, unless it shouldn't be lighter in the room?
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Am 08.01.2014 20:58, schrieb LanuHum:
>> "srgb"
>>
>
> How to write down?
> example:
> pigment{ color srgb < 0.5, 1, 0.3, 0.7>}?
Exactly.
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Am 08.01.2014 15:25, schrieb clipka:
> Here's my first result after getting the worst stuff sorted out (using
> UberPOV of course).
Further down the line, UberPOV gives me this.
Which reminds me that I still have to make blurred reflections work
properly with photons.
Post a reply to this message
Attachments:
Download 'test_uber.png' (477 KB)
Preview of image 'test_uber.png'

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Le 14-01-08 16:56, clipka a écrit :
> Am 08.01.2014 15:25, schrieb clipka:
>
>> Here's my first result after getting the worst stuff sorted out (using
>> UberPOV of course).
>
> Further down the line, UberPOV gives me this.
>
> Which reminds me that I still have to make blurred reflections work
> properly with photons.
>
Does UberPov also support blurred transmission through transparent objects?
If not now, it could be on the to do list.
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Am 09.01.2014 01:13, schrieb Alain:
> Le 14-01-08 16:56, clipka a écrit :
>> Which reminds me that I still have to make blurred reflections work
>> properly with photons.
>>
>
> Does UberPov also support blurred transmission through transparent objects?
> If not now, it could be on the to do list.
It /is/ on the to do list ;-)
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clipka <ano### [at] anonymous org> wrote:
> Am 08.01.2014 15:25, schrieb clipka:
>
> > Here's my first result after getting the worst stuff sorted out (using
> > UberPOV of course).
>
> Further down the line, UberPOV gives me this.
>
> Which reminds me that I still have to make blurred reflections work
> properly with photons.
What is the time left on a render?
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On 8-1-2014 21:05, LanuHum wrote:
> clipka <ano### [at] anonymous org> wrote:
>> Am 08.01.2014 20:08, schrieb LanuHum:
>>> It is a little caustics:
>>
>> Looks to me like you added another light source. Don't - unless you
>> really know what you're doing, every bit of cheating makes the result
>> look less realistic.
>
> Yes, I added. :(
> But, It is a lot of big windows, unless it shouldn't be lighter in the room?
>
>
>
In Real Life, the eyes adapt themselves to the shadowy parts of a room
and, without you being aware of it, the lighter parts are then overexposed.
In photography as in ray-tracing, you need to find the balance between
the two extremes. Adding a light is possible but a feeble solution imho
and not really convincing. If you really want the shadows cleared more,
increase recursion_limit to 4 or 5.
Thomas
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On 8-1-2014 21:34, clipka wrote:
> Am 08.01.2014 20:58, schrieb LanuHum:
>
>>> "srgb"
>>>
>>
>> How to write down?
>> example:
>> pigment{ color srgb < 0.5, 1, 0.3, 0.7>}?
>
> Exactly.
>
Not exactly: should be srgbf or srgbt as there are *four* parameters in
the vector ;-)
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> In Real Life, the eyes adapt themselves to the shadowy parts of a room
> and, without you being aware of it, the lighter parts are then overexposed.
>
> In photography as in ray-tracing, you need to find the balance between
> the two extremes. Adding a light is possible but a feeble solution imho
> and not really convincing. If you really want the shadows cleared more,
> increase recursion_limit to 4 or 5.
>
> Thomas
Thanks!
clipka, I noticed that in your work light on a floor in the room differs from
light on a floor in a mirror. It is correct?
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Thomas de Groot <tho### [at] degroot org> wrote:
>
> Not exactly: should be srgbf or srgbt as there are *four* parameters in
> the vector ;-)
>
> Thomas
Therefore I asked. Means, s - isn't adjustable parameter
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On 9-1-2014 9:48, LanuHum wrote:
> Therefore I asked. Means, s - isn't adjustable parameter
no indeed. It is /not/ adjustable.
Thomas
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clipka <ano### [at] anonymous org> wrote:
> Am 08.01.2014 15:25, schrieb clipka:
>
> > Here's my first result after getting the worst stuff sorted out (using
> > UberPOV of course).
>
> Further down the line, UberPOV gives me this.
>
> Which reminds me that I still have to make blurred reflections work
> properly with photons.
clipka, may I place your work on i.imgur.com?
I want that the picture was visible on the page our site.
While I placed the link
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Am 09.01.2014 09:41, schrieb LanuHum:
> clipka, I noticed that in your work light on a floor in the room differs from
> light on a floor in a mirror. It is correct?
I'm perfectly sure there is no such difference. It does differ from your
results, but that's because I adjusted the light source position to
better match the images produced with other renderers.
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Am 09.01.2014 09:02, schrieb LanuHum:
> clipka <ano### [at] anonymous org> wrote:
>> Am 08.01.2014 15:25, schrieb clipka:
>>
>>> Here's my first result after getting the worst stuff sorted out (using
>>> UberPOV of course).
>>
>> Further down the line, UberPOV gives me this.
>>
>> Which reminds me that I still have to make blurred reflections work
>> properly with photons.
>
> What is the time left on a render?
This particular render took about 2.5 hours.
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Am 09.01.2014 10:07, schrieb LanuHum:
> clipka <ano### [at] anonymous org> wrote:
>> Am 08.01.2014 15:25, schrieb clipka:
>>
>>> Here's my first result after getting the worst stuff sorted out (using
>>> UberPOV of course).
>>
>> Further down the line, UberPOV gives me this.
>>
>> Which reminds me that I still have to make blurred reflections work
>> properly with photons.
>
> clipka, may I place your work on i.imgur.com?
You're welcome to do so.
> I want that the picture was visible on the page our site.
> While I placed the link
I don't understand what you're trying to say here.
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clipka <ano### [at] anonymous org> wrote:
>
> > I want that the picture was visible on the page our site.
> > While I placed the link
>
> I don't understand what you're trying to say here.
Post a reply to this message
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Download 'toclipka.jpeg.jpg' (61 KB)
Preview of image 'toclipka.jpeg.jpg'

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clipka, I asked for permission download you picture and paste it in imgur.com
Other question.
On the picture of uber, lux and my vase. It is possible to adjust it in the
official version Povray?
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Attachments:
Download '3vases.png' (49 KB)
Preview of image '3vases.png'

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Am 09.01.2014 11:39, schrieb LanuHum:
> clipka <ano### [at] anonymous org> wrote:
>>
>>> I want that the picture was visible on the page our site.
>>> While I placed the link
>>
>> I don't understand what you're trying to say here.
>
If I understand you correctly, you're saying that the image must be
uploaded to i.umgur.com to be visible directly on that page.
I actually don't care whether that's necessary or not - if you intend to
show it or otherwise reference it on that page, I'd like you to
reference a copy located on some server related to that page anyway.
Referencing the copy stored on the povray news server comes with the
risk that some day the link might end up dead.
So yes, you do have my kind permission to upload the image to
i.imgur.com for this purpose.
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Am 09.01.2014 11:49, schrieb LanuHum:
> clipka, I asked for permission download you picture and paste it in imgur.com
>
> Other question.
> On the picture of uber, lux and my vase. It is possible to adjust it in the
> official version Povray?
Certainly.
I'm using the following statements for the vases:
#declare brown_shapes_finish = finish {
specular 0.653
roughness 0.01
diffuse 0.815
conserve_energy
reflection {
<1,1,1> * 0.6
fresnel on
}
}
...
#declare brown_shapes_tex =
texture {pigment {color srgbf <0.3959,0.1713,0.1713,1.0>}
finish{brown_shapes_finish}}
...
#include "vase1_object.inc"
object {vase1_ob interior { ior 1.5 }}
...
#include "vase2_object.inc"
object {vase2_ob interior { ior 1.5 }}
BTW, I'm using the following light source, which seems to be much closer
to the original light setup:
light_source {
<-7.1,10,-5.16>*10000
color srgb<1, 1, 1> * 2
area_light x*1000,y*1000,17,17 adaptive 1 circular orient jitter
photons { refraction on reflection on }
}
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clipka <ano### [at] anonymous org> wrote:
>
> So yes, you do have my kind permission to upload the image to
> i.imgur.com for this purpose.
Thanks!
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Far from me the desire to reach the perfection of Master Lipka, so as a
good disciple I humbly show here my unworthy filth to be judged, kindly
but justly I hope. :-)
I am far from done, so no caustics or other more serious material
details, neither is the water or the glass sculpture visited here.
I changed the light source to a CIE.inc blackbody of 6200 kelvin and
doubled the luminosity; I added micro-normals to plaster and tiles. Not
yet UberPOV but that should come soon too.
Thomas
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Attachments:
Download 'test.png' (453 KB)
Preview of image 'test.png'

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Thomas de Groot <tho### [at] degroot org> wrote:
> Far from me the desire to reach the perfection of Master Lipka, so as a
> good disciple I humbly show here my unworthy filth to be judged, kindly
> but justly I hope. :-)
>
> I am far from done, so no caustics or other more serious material
> details, neither is the water or the glass sculpture visited here.
>
> I changed the light source to a CIE.inc blackbody of 6200 kelvin and
> doubled the luminosity; I added micro-normals to plaster and tiles. Not
> yet UberPOV but that should come soon too.
>
> Thomas
Thomas, You will provide me the picture for display on our site?
You will work over test? There will be caustics?
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On 9-1-2014 15:36, LanuHum wrote:
> Thomas, You will provide me the picture for display on our site?
> You will work over test? There will be caustics?
>
Yes indeed. I cannot work as fast as Christoph, especially caustics are
unfamiliar to me, but I shall try my best. You are free to use the
images of course.
Thomas
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Am 09.01.2014 14:18, schrieb Thomas de Groot:
> Far from me the desire to reach the perfection of Master Lipka, so as a
> good disciple I humbly show here my unworthy filth to be judged, kindly
> but justly I hope. :-)
"Master Lipka"? Oh my gosh, what have you imbibed? ;-)
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On 9-1-2014 16:28, clipka wrote:
> Am 09.01.2014 14:18, schrieb Thomas de Groot:
>> Far from me the desire to reach the perfection of Master Lipka, so as a
>> good disciple I humbly show here my unworthy filth to be judged, kindly
>> but justly I hope. :-)
>
> "Master Lipka"? Oh my gosh, what have you imbibed? ;-)
>
I am sorry Master! I of course meant High Master!
[abases himself in the mud]
Thomas
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clipka <ano### [at] anonymous org> wrote:
>
> Certainly.
>
> #declare brown_shapes_tex =
> texture {pigment {color srgbf <0.3959,0.1713,0.1713,1.0>}
> finish{brown_shapes_finish}}
But, this glass. It not glossy!
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Thomas de Groot <tho### [at] degroot org> wrote:
> Yes indeed. I cannot work as fast as Christoph, especially caustics are
> unfamiliar to me, but I shall try my best. You are free to use the
> images of course.
>
> Thomas
Thanks!
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Am 09.01.2014 18:56, schrieb LanuHum:
> clipka <ano### [at] anonymous org> wrote:
>>
>> Certainly.
>>
>> #declare brown_shapes_tex =
>> texture {pigment {color srgbf <0.3959,0.1713,0.1713,1.0>}
>> finish{brown_shapes_finish}}
>
> But, this glass. It not glossy!
The glossyness depends on the finish, in this case brown_shapes_finish.
I'm not sure what you're trying to say. Are you saying that the glass is
too glossy, or that the glass isn't glossy enough?
Note that I didn't attempt to reproduce the Lux render; the render
results are so different between all the various renderers anyway that I
didn't bother.
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clipka <ano### [at] anonymous org> wrote:
>
> The glossyness depends on the finish, in this case brown_shapes_finish.
>
> I'm not sure what you're trying to say. Are you saying that the glass is
> too glossy, or that the glass isn't glossy enough?
>
>
> Note that I didn't attempt to reproduce the Lux render; the render
> results are so different between all the various renderers anyway that I
> didn't bother.
I don't speak about Luxrender
I say that I saw your vase glossy, but opaque as dark porcelain
I adjusted the vase with the rgb parameter, not rgbf
Other result turned out absolutely, and, I didn't find the reason
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Hi(gh)!
On 09.01.2014 14:18, Thomas de Groot wrote:
> Far from me the desire to reach the perfection of Master Lipka, so as a
> good disciple I humbly show here my unworthy filth to be judged, kindly
> but justly I hope. :-)
>
> I am far from done, so no caustics or other more serious material
> details, neither is the water or the glass sculpture visited here.
>
> I changed the light source to a CIE.inc blackbody of 6200 kelvin and
> doubled the luminosity; I added micro-normals to plaster and tiles. Not
> yet UberPOV but that should come soon too.
>
> Thomas
Still, to me the overall light levels of the shadowed parts seems
somewhat too low (but this might be a question of my system's gamma -
currently 2.0)... and there are still some bright artifact dots along
the upper edges of the walls. What radiosity settings did you use?
See you in Khyberspace!
Yadgar
Now playing: Gustav Mahler: Symphony No. 2, 5th movement, live at
Masada, conductor: Zubin Mehta
No
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On 10-1-2014 1:13, Jörg 'Yadgar' Bleimann wrote:
> Still, to me the overall light levels of the shadowed parts seems
> somewhat too low (but this might be a question of my system's gamma -
> currently 2.0)... and there are still some bright artifact dots along
> the upper edges of the walls. What radiosity settings did you use?
>
I agree about the light levels but I don't know how to compensate that
other than by an additional light (I don't like) or by a stronger light
maybe (I shall try). However, I personally like this and my impression
is that this is a /natural/ situation. Comments welcome.
The bright dots are still a problem indeed. They are also present in
Christoph's image. I wonder if this is not light leaking along mesh
edges.... Comments welcome.
presently, radiosity settings are:
radiosity {
pretrace_start 0.08
pretrace_end 0.004
count 500, 1000
nearest_count 10, 5
error_bound 1
recursion_limit 4
low_error_factor 0.3
gray_threshold 0.0
minimum_reuse 0.015
maximum_reuse 0.1
brightness 1
adc_bailout 1/100000
normal on
media off
always_sample off
//max_sample 1.0
}
Thomas
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Am 10.01.2014 09:21, schrieb Thomas de Groot:
> I agree about the light levels but I don't know how to compensate that
> other than by an additional light (I don't like) or by a stronger light
> maybe (I shall try). However, I personally like this and my impression
> is that this is a /natural/ situation. Comments welcome.
>
I think the shadowed parts do look perfectly right.
> The bright dots are still a problem indeed. They are also present in
> Christoph's image. I wonder if this is not light leaking along mesh
> edges....
>
It is light leaking and it gets even worse when using higher quality
(i.e. lower error_bound) settings. I guess the only solution is to
remodel the room and give the walls and the ceiling some real thickness,
thats what I did. As with CSG where it is a good idea to let walls and
ceiling overlap.
> presently, radiosity settings are:
>
> radiosity {
> pretrace_start 0.08
> pretrace_end 0.004
> count 500, 1000
> nearest_count 10, 5
> error_bound 1
> recursion_limit 4
> low_error_factor 0.3
> gray_threshold 0.0
> minimum_reuse 0.015
> maximum_reuse 0.1
> brightness 1
> adc_bailout 1/100000
> normal on
> media off
> always_sample off
> //max_sample 1.0
> }
>
When you add no_radiosity to all window/door glasses you'll get away
with 2 recursions and faster render speed - without any visual impact.
And I'm not sure about this low adc_bailout within the radiosity block,
if such low value is needed shouldn't it go into the global settings
block itself - to keep the photons visible?
Maybe Christoph can shed some light on this.
-Ive
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Just for a quick test I switched off the normals here. I doubled again
the luminosity and now the shadowy parts come out better.
I wonder if the leaking along the edges cannot be remedied by better
meshes. The present ones are of very low resolution (a pillar face is
just two triangles for instance). That might give problems. I am going
to have the walls through Silo and process them a bit.
Thomas
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Attachments:
Download 'test.png' (299 KB)
Preview of image 'test.png'

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