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10 Oct 2026 08:01:55 EDT (-0400)
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From: Cousin Ricky
Subject: Unexpected double_illuminate tradeoffs
Date: 1 Aug 2018 19:32:19
Message: <5b624303$1@news.povray.org>
Tradeoffs, tradeoffs, tradeoffs.

First some background, which I vainly imagine would be interesting to 
people other than myself.  I started writing a prefab render rig a 
couple days after I downloaded POV-Ray in 2003, and I've been obsessed 
with tweaking successive rigs ever since.  My first try included an 
infinite checkered plane with outdoorsy lighting.  Why outdoors? 
Because I like the visual effect of the warm direct lighting and cool 
shadows.

It didn't take long before I was struggling with moiré artifacts.  In my 
first reboot, I simply gave up on the checkered plane.  My second reboot 
in 2004 had two modes: an outdoor mode with a grassy bozo pattern that 
is not prone to distracting artifacts; and an indoor mode with a finite 
checkered floor.  (I absolutely had to keep a checkered plane in some 
form, as I was still carefully considering my first p.b.i post.  I was 
planning to post a workaround for the Fresnel/dispersion bug using a 
reflective glass sphere, but then the dev team fixed that bug in v3.6, 
leaving me at a loss for ideas.  I think my first p.b.i post was "RSOCP 
overkill.")

There the grassy plain remained for the next few years, with little more 
than the occasional surface normal tweak.  Then for Thanksgiving 2007, I 
was invited to my brother's girlfriend's family's place in the 
Shenandoah Mountains, and I knew I had to have some hills for my render 
rig.  (Funny how the hills in my native Virgin Islands never inspired me 
that way.  New Yorkers don't visit the Statue of Liberty either.)  I 
just threw up a layered pigment onto my sky_sphere, and was done for the 
next few years.

Over the years, the code grew increasingly disorganized, and I was 
becoming concerned about namespace issues, so in 2012, I decided it was 
time for another reboot.  This time I used a height field for the hills 
instead of a sky_sphere pigment.  At first I just used a bumpy texture 
to simulate a forest, but 3 years ago I made the fool decision to 
include actual tree objects.  Since finished art products are strictly 
off-label for this project, the tree models could be very rudimentary. 
Spheres and simple CSG forms would do.

As it turns out, forests are extremely memory intensive, so now I'm 
looking at mesh trees to see if they will save memory over CSG objects, 
with a bonus of looking more realistic.  But before I can do the memory 
test, I must have a tree model.  POV-Tree?  TomTree?  Bah, PERL, Java, 
and real life in too much disarray to tolerate the learning curve.  OK, 
I'll just roll my own /slightly/ more realistic trees.

An isosurface forest is another option, which vanquishes memory 
concerns, but I haven't yet come up with a function that I'm satisfied with.


TL;DR: I'm now working on very low detail mesh trees.


I found the black borders on the smooth triangles unexpectedly 
disturbing.  They do show up on my height field hills under some 
circumstances, but are quite tolerable.  But seeing them cap my trees 
sent me straight to double_illuminate.  Disappointingly, double 
illumination had its own peculiarities near the shadow lines.  And when 
I added surface normals to the trees, it got really weird.  As you can 
see, with double illumination the facet edges at the shadow lines are 
far more noticeable, the shadow contrast is weaker on the normal 
pattern, and the lit areas near the shadow lines are just surreal.

Tradeoffs.  I'm looking to skip the double illumination and tolerate the 
black borders.

P.S.  These images use the indoor setting of the 4th prefab render rig.


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From: Thomas de Groot
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 2 Aug 2018 02:44:00
Message: <5b62a830$1@news.povray.org>
On 2-8-2018 1:33, Cousin Ricky wrote:
> Tradeoffs, tradeoffs, tradeoffs.
> 
> [snip]
> Tradeoffs.  I'm looking to skip the double illumination and tolerate the 
> black borders.
> 
> P.S.  These images use the indoor setting of the 4th prefab render rig.

A bell is tolling in the back of my mind but I am unable to find it in 
the mental mist, yet.

Without too much memory load increase you could increase the mesh 
resolution. Between 2 and four times should do the trick.

Your mention of an isosurface forest could be horribly slow to render. 
Gilles Tran used isosurface trees in some of his scenes but you 
certainly know that.

-- 
Thomas


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From: Kenneth
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 2 Aug 2018 15:15:01
Message: <web.5b63573541922aca47873e10@news.povray.org>
Cousin Ricky <ric### [at] yahoocom> wrote:
>
> TL;DR: I'm now working on very low detail mesh trees.

> I found the black borders on the smooth triangles unexpectedly
> disturbing... Disappointingly, double
> illumination had its own peculiarities near the shadow lines.
>
> Tradeoffs.  I'm looking to skip the double illumination and tolerate the
> black borders.
>

IMO, the trees with double_illuminate ON look (tolerably) better than with it
off.  The trees appear to blend in better with your background sky pigment. From
a practical viewpoint, I think the non-smooth 'appearance' of the outside tree
borders (the straight triangle edges) would be more noticable to someone's eyes
than the double_illumination artifacts. Ditto the triangle edges within the body
of the tree. Since the trees are *designed* to be very low-memory-intensive (and
will not the 'central focus' of any render that you use them in), they look
quite decent. (Although, I would suggest upping the triangle count just a
little, to make them a bit smoother overall-- which, I admit, might erase the
nice 'angular' effect of the outside tree edges!)

Another *possible* way around the problem would be to use an interior texture as
well-- maybe with the color of the sky (or the tree itself?), and a high ambient
or emission value for its finish. Then those edge normals might 'pick up' that
interior color rather than, say, black. Just a theory.

And a gentle reminder: #declaring the tree meshes themselves beforehand will
allow almost unlimited copies with very little memory increase.

As for the double_illuminate artifacts at the edges of the trees: Does the
width/size of those rendered artifacts diminish if the trees are placed far into
the distance? Or does the width remain constant (i.e., possibly becoming as
large as an entire distant tree?) In other words, are the artifacts independent
of camera-tree distance? I don't think I've ever tried such an experiment to
see.


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From: Kenneth
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 2 Aug 2018 16:10:00
Message: <web.5b6363dd41922aca47873e10@news.povray.org>
Cousin Ricky <ric### [at] yahoocom> wrote:
>
> An isosurface forest is another option, which vanquishes memory
> concerns, but I haven't yet come up with a function that I'm satisfied with.

Have you considered using isosurfaces for *individual* tree models? I'm thinking
of maybe an egg-shaped function, plus some f_noise(...) to break up the surface.
I would imagine that maybe five to ten different tree models might suffice to
populate an entire (random) forest. And AFAIU currently, copies of the
isosurfaces *may* not take up much extra memory; Clipka mentioned this in a
recent thread (the last entry there)...

http://news.povray.org/povray.advanced-users/thread/%3C5b57c158%241%40news.povray.org%3E/
>
> As you can see, with double illumination [on]...the lit areas near the shadow
> lines [in the body of the tree] are just surreal.
>

I've noticed that too, when rendering low-resolution height_fields. It *does*
seem to be a tradeoff, between using smooth triangles vs. unsmooth, and
double_illuminate vs. no D_I. I've not been able to come up with a satisfactory
compromise.


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From: Cousin Ricky
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 2 Aug 2018 16:20:31
Message: <5b63678f$1@news.povray.org>
On 2018-08-02 03:10 PM (-4), Kenneth wrote:
>
>  (Although, I would suggest upping the triangle count just a
> little, to make them a bit smoother overall-- which, I admit, might erase the
> nice 'angular' effect of the outside tree edges!)

More striking than the edge effect are the cast shadows.  The smooth, 
round shadows of the spheres I'm currently using are quite jarring when 
cast on the other trees, especially against the texture normals.  (See 
the cast shadow near the right edge of show_sotd_hills_res-hf1-3.jpg. 
The other image is of the height field at the same scale.  In general, 
though, the hills would be *much* farther away, with the details that 
much less noticeable.  The 'max' figure is the scaling of the noise 
function in feet[1], but my default is 5000.)

> And a gentle reminder: #declaring the tree meshes themselves beforehand will
> allow almost unlimited copies with very little memory increase.

That's exactly what I had in mind.

> As for the double_illuminate artifacts at the edges of the trees: Does the
> width/size of those rendered artifacts diminish if the trees are placed far into
> the distance? Or does the width remain constant (i.e., possibly becoming as
> large as an entire distant tree?) In other words, are the artifacts independent
> of camera-tree distance? I don't think I've ever tried such an experiment to
> see.

The artifacts are an effect of the fake normals on the triangles 
themselves (search Smooth Triangle Artifact in the wiki), so they would 
scale down with the tree distance.

_________________
[1] I did not choose my country of birth, but if I ever release the 
source code, meters will be an option.


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From: Cousin Ricky
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 2 Aug 2018 16:29:48
Message: <5b6369bc$1@news.povray.org>
On 2018-08-02 02:43 AM (-4), Thomas de Groot wrote:
>
> Your mention of an isosurface forest could be horribly slow to render.

So it is.

> Gilles Tran used isosurface trees in some of his scenes but you
> certainly know that.

I haven't examined how he did most of his scenes; although I am 
impressed at how he managed to render a rainy scene in "The Wet Bird" 
without rendering any rain.


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From: Bald Eagle
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 2 Aug 2018 16:55:00
Message: <web.5b636e9641922acc437ac910@news.povray.org>
Cousin Ricky <ric### [at] yahoocom> wrote:

> [1] I did not choose my country of birth, but if I ever release the
> source code, meters will be an option.

Miles, baby.  Miles.


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 2 Aug 2018 17:12:06
Message: <5b6373a6$1@news.povray.org>
On 02/08/2018 21:50, Bald Eagle wrote:
> Cousin Ricky <ric### [at] yahoocom> wrote:
> 
>> [1] I did not choose my country of birth, but if I ever release the
>> source code, meters will be an option.
> 
> Miles, baby.  Miles.
> 

:D

Ells baby, ells. :)

"Gie 'im an inch, an he'll tak an ell"

https://en.wikipedia.org/wiki/Ell#Ell_(Scots)

-- 

Regards
     Stephen


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From: Bald Eagle
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 2 Aug 2018 18:15:01
Message: <web.5b63824441922ac458c7afe0@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

> Ells baby, ells. :)
>
> "Gie 'im an inch, an he'll tak an ell"
>
> https://en.wikipedia.org/wiki/Ell#Ell_(Scots)


Bloody Ell.   That's interesting  :)   And I have learned something new.

Well done, Lord McAvoy, well done.


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 3 Aug 2018 02:09:10
Message: <5b63f186$1@news.povray.org>
On 02/08/2018 23:14, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
>> Ells baby, ells. :)
>>
>> "Gie 'im an inch, an he'll tak an ell"
>>
>> https://en.wikipedia.org/wiki/Ell#Ell_(Scots)
> 
> 
> Bloody Ell.   That's interesting  :)   And I have learned something new.
> 

It makes an ell of a difference. ;)

> Well done, Lord McAvoy, well done.
> 
> 
> 
No it was Tim Cook, of yore, who had the top hat and cane. I'm the one 
brandishing the pitchfork and guiding the tumbrel. :)

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 3 Aug 2018 02:32:37
Message: <5b63f705$1@news.povray.org>
On 2-8-2018 23:11, Stephen wrote:
> On 02/08/2018 21:50, Bald Eagle wrote:
>> Cousin Ricky <ric### [at] yahoocom> wrote:
>>
>>> [1] I did not choose my country of birth, but if I ever release the
>>> source code, meters will be an option.
>>
>> Miles, baby.  Miles.
>>
> 
> :D
> 
> Ells baby, ells. :)
> 
> "Gie 'im an inch, an he'll tak an ell"
> 
> https://en.wikipedia.org/wiki/Ell#Ell_(Scots)
> 

LOL

If everybody (ever) switches over to metres, the world will become a 
poorer place.

-- 
Thomas


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From: clipka
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 3 Aug 2018 03:35:45
Message: <5b6405d1$1@news.povray.org>
Am 03.08.2018 um 08:32 schrieb Thomas de Groot:

> If everybody (ever) switches over to metres, the world will become a
> poorer place.

We could still argue about metres vs. meters though...


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 3 Aug 2018 05:40:51
Message: <5b642323$1@news.povray.org>
On 03/08/2018 08:35, clipka wrote:
> Am 03.08.2018 um 08:32 schrieb Thomas de Groot:
> 
>> If everybody (ever) switches over to metres, the world will become a
>> poorer place.
> 

In the UK we travel in miles but buy petrol in litres. We could do with 
using MPL instead of MPG.


> We could still argue about metres vs. meters though...
> 

Argue! you? Never :-P

-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 3 Aug 2018 07:09:11
Message: <5b6437d7$1@news.povray.org>
On 3-8-2018 11:40, Stephen wrote:
> On 03/08/2018 08:35, clipka wrote:
>> Am 03.08.2018 um 08:32 schrieb Thomas de Groot:
>>
>>> If everybody (ever) switches over to metres, the world will become a
>>> poorer place.
>>
> 
> In the UK we travel in miles but buy petrol in litres. We could do with 
> using MPL instead of MPG.
> 
> 
>> We could still argue about metres vs. meters though...
>>
> 
> Argue! you? Never :-P
> 

This is a case for the Brexit team I guess. Does the UK want to continue 
to use the continental written version, or switch to the US version? A 
new challenge for Mrs May.

I am sure the potus has something to twitter about that.

-- 
Thomas


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 3 Aug 2018 07:56:06
Message: <5b6442d6@news.povray.org>
On 03/08/2018 12:09, Thomas de Groot wrote:
> On 3-8-2018 11:40, Stephen wrote:
>> On 03/08/2018 08:35, clipka wrote:
>>> Am 03.08.2018 um 08:32 schrieb Thomas de Groot:
>>>
>>>> If everybody (ever) switches over to metres, the world will become a
>>>> poorer place.
>>>
>>
>> In the UK we travel in miles but buy petrol in litres. We could do 
>> with using MPL instead of MPG.
>>
>>
>>> We could still argue about metres vs. meters though...
>>>
>>
>> Argue! you? Never :-P
>>
> 
> This is a case for the Brexit team I guess. 

Might as well. They are not doing much at the moment.



> Does the UK want to continue 
> to use the continental written version, or switch to the US version? A 
> new challenge for Mrs May.
> 

US version. That would put the cat amongst the pigeons. :-)

> I am sure the potus has something to twitter about that.
> 

Wonderful country, great Queen. They all love me over there. ;-)


-- 

Regards
     Stephen


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From: Bald Eagle
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 3 Aug 2018 08:45:01
Message: <web.5b644dbc41922acc437ac910@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

> In the UK we travel in miles but buy petrol in litres. We could do with
> using MPL instead of MPG.


You really ought to switch to kilofeet.


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 3 Aug 2018 09:17:01
Message: <5b6455cd$1@news.povray.org>
On 03/08/2018 13:42, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
>> In the UK we travel in miles but buy petrol in litres. We could do with
>> using MPL instead of MPG.
> 
> 
> You really ought to switch to kilofeet.
> 

I have calibrated strain gauges to kilo inch-pounds.
Close enough?

-- 

Regards
     Stephen


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From: Bald Eagle
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 3 Aug 2018 10:15:00
Message: <web.5b64624d41922acc437ac910@news.povray.org>
Stephen <mca### [at] aolcom> wrote:

> I have calibrated strain gauges to kilo inch-pounds.
> Close enough?

Mmmmmmmmmmmmmmmmm......

That might be sufficiently acceptable for Quadrophenic purposes, but not being a
power of two might lead to an introduced error, thus inflaming the ire of th
Mods.

I'd start off with a ton, or tonne, depending, and then subdivide from there.
Not being a certified expert in weights and measures, I'm not sure which ton
would be best suited for the purpose - there's long tons, short tons, metric
tons, shit tons, Greek tons, Avoirdupois....


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 3 Aug 2018 11:30:30
Message: <5b647516$1@news.povray.org>
On 03/08/2018 15:10, Bald Eagle wrote:
> Stephen <mca### [at] aolcom> wrote:
> 
>> I have calibrated strain gauges to kilo inch-pounds.
>> Close enough?
> 
> Mmmmmmmmmmmmmmmmm......
> 
> That might be sufficiently acceptable for Quadrophenic purposes, but not being a
> power of two might lead to an introduced error, thus inflaming the ire of th
> Mods.
> 

If 'twere so then, G' damn their eyes. My cove.


> I'd start off with a ton, or tonne, depending, and then subdivide from there.
> Not being a certified expert in weights and measures, I'm not sure which ton
> would be best suited for the purpose - there's long tons, short tons, metric
> tons, shit tons, Greek tons, Avoirdupois....
> 
> 
> 
It is an actual unit of measure. Used for measuring the tension on 
anchor chains.



-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 4 Aug 2018 02:52:49
Message: <5b654d41$1@news.povray.org>
On 3-8-2018 13:55, Stephen wrote:
> On 03/08/2018 12:09, Thomas de Groot wrote:
>> On 3-8-2018 11:40, Stephen wrote:
>>> On 03/08/2018 08:35, clipka wrote:
>>>> Am 03.08.2018 um 08:32 schrieb Thomas de Groot:
>>>>
>>>>> If everybody (ever) switches over to metres, the world will become a
>>>>> poorer place.
>>>>
>>>
>>> In the UK we travel in miles but buy petrol in litres. We could do 
>>> with using MPL instead of MPG.
>>>
>>>
>>>> We could still argue about metres vs. meters though...
>>>>
>>>
>>> Argue! you? Never :-P
>>>
>>
>> This is a case for the Brexit team I guess. 
> 
> Might as well. They are not doing much at the moment.
> 

Pretty quiet on that front, ain't they? Loitering on the beach, no 
doubt. ;-)

> 
> 
>> Does the UK want to continue to use the continental written version, 
>> or switch to the US version? A new challenge for Mrs May.
>>
> 
> US version. That would put the cat amongst the pigeons. :-)

I should have expected that answer!

> 
>> I am sure the potus has something to twitter about that.
>>
> 
> Wonderful country, great Queen. They all love me over there. ;-)
> 
> 

LOL! (oh dear saints in heaven... I almost pissed my pants...)

-- 
Thomas


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 4 Aug 2018 03:20:33
Message: <5b6553c1$1@news.povray.org>
On 04/08/2018 07:52, Thomas de Groot wrote:
> On 3-8-2018 13:55, Stephen wrote:
>> On 03/08/2018 12:09, Thomas de Groot wrote:

>>>
>>> This is a case for the Brexit team I guess. 
>>
>> Might as well. They are not doing much at the moment.
>>
> 
> Pretty quiet on that front, ain't they? Loitering on the beach, no 
> doubt. ;-)
> 

Hiding under the table?


>>
>>
>>> Does the UK want to continue to use the continental written version, 
>>> or switch to the US version? A new challenge for Mrs May.
>>>
>>
>> US version. That would put the cat amongst the pigeons. :-)
> 
> I should have expected that answer!
>

Indeed. :-)

>>
>>> I am sure the potus has something to twitter about that.
>>>
>>
>> Wonderful country, great Queen. They all love me over there. ;-)
>>
>>
> 
> LOL! (oh dear saints in heaven... I almost pissed my pants...)
> 

:-D
I can hear his voice when I read it. :-)

But we should not mock the afflicted.




-- 

Regards
     Stephen


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From: Jim Holsenback
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 4 Aug 2018 07:37:24
Message: <5b658ff4$1@news.povray.org>
On 08/04/2018 03:20 AM, Stephen wrote:
> I can hear his voice when I read it. :-)

likewise

> But we should not mock the afflicted.

why not ... it's become a sport in my household


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From: Jim Holsenback
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 4 Aug 2018 07:55:56
Message: <5b65944c$1@news.povray.org>
On 08/03/2018 07:09 AM, Thomas de Groot wrote:
> I am sure the potus has something to twitter about that.

Pricks Often Tell Unsubstantiated Stories?


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From: Cousin Ricky
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 4 Aug 2018 12:34:38
Message: <5b65d59e$1@news.povray.org>
On 2018-08-04 03:20 AM (-4), Stephen wrote:
> On 04/08/2018 07:52, Thomas de Groot wrote:
>> On 3-8-2018 13:55, Stephen wrote:
>>> On 03/08/2018 12:09, Thomas de Groot wrote:
>
>>>> I am sure the potus has something to twitter about that.
>>>>
>>>
>>> Wonderful country, great Queen. They all love me over there. ;-)
>>>
>>>
>>
>> LOL! (oh dear saints in heaven... I almost pissed my pants...)
>>
>
> :-D
> I can hear his voice when I read it. :-)

So can I.  Thanks for that auditory imagery, Stephen.  :-P

> But we should not mock the afflicted.

When the affliction is comorbid with narcissism, assholitis, and the 
Dunning-Kruger affect, I will mock.  Especially when this megalomaniac 
who hates dark-skinned people who don't pay lip service to Jesus[1] and 
denies that I have a constitutional right to citizenship is making 
policy that affects me.

________________
[1] I deliberately phrased it that way, because you know damn well that 
the Afflicted One is only pretending to love Jesus.


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 4 Aug 2018 13:39:16
Message: <5b65e4c4$1@news.povray.org>
On 04/08/2018 12:37, Jim Holsenback wrote:
> On 08/04/2018 03:20 AM, Stephen wrote:
>> I can hear his voice when I read it. :-)
> 
> likewise
> 
A boon to comedians. :)


>> But we should not mock the afflicted.
> 
> why not ... it's become a sport in my household
> 


I am quoting the late Frankie Howard. "Mock not the afflicted." was one 
of his catchphrases.
And he was certainly "afflicted". ;)

-- 

Regards
     Stephen


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 4 Aug 2018 13:52:42
Message: <5b65e7ea$1@news.povray.org>
On 04/08/2018 17:35, Cousin Ricky wrote:
> On 2018-08-04 03:20 AM (-4), Stephen wrote:
>> On 04/08/2018 07:52, Thomas de Groot wrote:
>>> On 3-8-2018 13:55, Stephen wrote:
>>>> On 03/08/2018 12:09, Thomas de Groot wrote:
>>
>>>>> I am sure the potus has something to twitter about that.
>>>>>
>>>>
>>>> Wonderful country, great Queen. They all love me over there. ;-)
>>>>
>>>>
>>>
>>> LOL! (oh dear saints in heaven... I almost pissed my pants...)
>>>
>>
>> :-D
>> I can hear his voice when I read it. :-)
> 
> So can I.  Thanks for that auditory imagery, Stephen.  :-P
> 

Not a problem, cuz. :)

Now, if you want an earworm. ;)

Try this from the 80's. Sophia George
https://youtu.be/nDKb4O-l02U?t=22



>> But we should not mock the afflicted.
> 
> When the affliction is comorbid with narcissism, assholitis, and the 
> Dunning-Kruger affect, 

Ooo! it has a name. :)

> I will mock.  

Afflicted might be referring to the people who are afflicted by him, 
yes, yes?

It is too easy really. But see my reply to Jim.



> Especially when this megalomaniac 
> who hates dark-skinned people who don't pay lip service to Jesus[1] and 
> denies that I have a constitutional right to citizenship is making 
> policy that affects me.
> 

Well, he is not making it a secret. At least you can say that of him. :)

> ________________
> [1] I deliberately phrased it that way, because you know damn well that 
> the Afflicted One is only pretending to love Jesus.
> 

Not Jesus the Mexican welder I met in NM? And yes his wife's name was 
Mary and he had a sunscreen on his car that said; "Mary and Jesus".

-- 

Regards
     Stephen


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From: Kenneth
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 4 Aug 2018 16:30:01
Message: <web.5b660bd341922aca47873e10@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:

>
> Miles, baby.  Miles.

LOL! Brilliant.

I always *knew* there was a difference between meters and...uh...yards, but I
could never quite put my finger on it...

Gonna save that image and show it to my mathematically-challenged friends:
PROOF that the U.S. system of measurement is BIGGER and BETTER! I'm sure POTUS
would think so.  :-P


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From: Kenneth
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 4 Aug 2018 17:10:01
Message: <web.5b6615cc41922aca47873e10@news.povray.org>
Cousin Ricky <ric### [at] yahoocom> wrote:
> Tradeoffs, tradeoffs, tradeoffs.
>...
> I found the black borders on the smooth triangles unexpectedly
> disturbing.  They do show up on my height field hills under some
> circumstances, but are quite tolerable.  But seeing them cap my trees
> sent me straight to double_illuminate.  Disappointingly, double
> illumination had its own peculiarities near the shadow lines.  And when
> I added surface normals to the trees, it got really weird.

About your low-res smooth_triangle trees: I still think that at least the
edge-normal artifacts can be made to look a bit better.

I've been playing around with a low-res height_field, testing double_illuminate
vs. an inside_texture (a RED color in my example), and I think the latter can be
a more effective solution as a tradeoff. From the tests, it's clear that the
object's edge normals are not picking up any of the SKY color (YELLOW), but
rather, the black unlit 'inside' of the closed mesh. (The docs clearly explain
this 'reversed-normal' situation, of course.) But using the recommended
double_illuminate causes strange visual artifacts to appear on an 'applied'
normal{...}.

About the image:
There are to lights in the scene (one of very low intensity from the right, just
to help show some of the bumps normals on that side of the HF, rather than
completely featureless triangle faces that are in shadow.) That by itself helps
with the other problems a little bit.

Image 1 contains the edge artifacts, although they're difficult to see (your
trees are a better test case.)

Image 2-- using double_illuminate-- shows the changed appearance of the bumps
normal. (See the exact center of the image.)

Image 3 shows the true edge artifacts in all their glory ;-) But it also shows
that, by using an *appropriate* color for the inside_texture, it might be
possible to 'hide the edge artifacts in plain sight' so to speak. For example,
if the sky behind the tree edges is a light blue color, and the trees are olive
green, the inside_texture's pigment could be a 'mottled blend' between the two.
A quick and dirty example:
   pigment{
          bumps
          scale <...to be determined...>
          color_map{
                  [0 <...sky blue...>]
                  [1 <... tree green...>]
                   }
           --- some warp{turbulence...}---
           }
   finish{ambient 0 emission .5 diffuse 0}

The basic idea is to give a kind of random blue/green color to the edges of the
trees, in a broken-up way, to help them visually blend in better with the sky
and with their neighbors.


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From: Kenneth
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 4 Aug 2018 18:05:01
Message: <web.5b66222841922aca47873e10@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
> But using the recommended
> double_illuminate causes strange visual artifacts to appear on an 'applied'
> normal{...}.
>

"Artifacts" is the wrong word, I admit; the effect is probably a natural result
of 'double-illuminating' the applied normal-- which is not the general way that
normals are expected to interact with a *single* light-source direction. A
better way to describe it would be: a more 'complex' interaction.


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From: Thomas de Groot
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 5 Aug 2018 02:30:12
Message: <5b669974$1@news.povray.org>
On 4-8-2018 19:52, Stephen wrote:
> On 04/08/2018 17:35, Cousin Ricky wrote:
>> On 2018-08-04 03:20 AM (-4), Stephen wrote:
>>> On 04/08/2018 07:52, Thomas de Groot wrote:
>>>> On 3-8-2018 13:55, Stephen wrote:
>>>>> On 03/08/2018 12:09, Thomas de Groot wrote:
>>>
>>>>>> I am sure the potus has something to twitter about that.
>>>>>>
>>>>>
>>>>> Wonderful country, great Queen. They all love me over there. ;-)
>>>>>
>>>>>
>>>>
>>>> LOL! (oh dear saints in heaven... I almost pissed my pants...)
>>>>
>>>
>>> :-D
>>> I can hear his voice when I read it. :-)
>>
>> So can I.  Thanks for that auditory imagery, Stephen.  :-P
>>
> 
> Not a problem, cuz. :)
> 
> Now, if you want an earworm. ;)
> 
> Try this from the 80's. Sophia George
> https://youtu.be/nDKb4O-l02U?t=22
> 
> 
> 
>>> But we should not mock the afflicted.
>>
>> When the affliction is comorbid with narcissism, assholitis, and the 
>> Dunning-Kruger affect, 
> 
> Ooo! it has a name. :)
> 
>> I will mock. 
> 
> Afflicted might be referring to the people who are afflicted by him, 
> yes, yes?
> 
> It is too easy really. But see my reply to Jim.
> 
> 
> 
>> Especially when this megalomaniac who hates dark-skinned people who 
>> don't pay lip service to Jesus[1] and denies that I have a 
>> constitutional right to citizenship is making policy that affects me.
>>
> 
> Well, he is not making it a secret. At least you can say that of him. :)
> 
>> ________________
>> [1] I deliberately phrased it that way, because you know damn well 
>> that the Afflicted One is only pretending to love Jesus.
>>

I am afraid he sincerely(?) believes that. However, his guru was/is a 
creepy guy in my view...

> 
> Not Jesus the Mexican welder I met in NM? And yes his wife's name was 
> Mary and he had a sunscreen on his car that said; "Mary and Jesus".
> 

Till the end of my days, I shall be amazed by the world I live in.

-- 
Thomas


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From: Thomas de Groot
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 5 Aug 2018 02:38:29
Message: <5b669b65$1@news.povray.org>
On 4-8-2018 13:55, Jim Holsenback wrote:
> On 08/03/2018 07:09 AM, Thomas de Groot wrote:
>> I am sure the potus has something to twitter about that.
> 
> Pricks Often Tell Unsubstantiated Stories?
> 

That's very close to the mark indeed! :-)

[I can't do better]

-- 
Thomas


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 5 Aug 2018 03:31:03
Message: <5b66a7b7$1@news.povray.org>
On 05/08/2018 07:30, Thomas de Groot wrote:
>> Not Jesus the Mexican welder I met in NM? And yes his wife's name was 
>> Mary and he had a sunscreen on his car that said; "Mary and Jesus".
>>
> 
> Till the end of my days, I shall be amazed by the world I live in.

https://www.bbc.co.uk/news/world-42009219


-- 

Regards
     Stephen


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From: Thomas de Groot
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 5 Aug 2018 07:06:16
Message: <5b66da28@news.povray.org>
On 5-8-2018 9:31, Stephen wrote:
> On 05/08/2018 07:30, Thomas de Groot wrote:
>>> Not Jesus the Mexican welder I met in NM? And yes his wife's name was 
>>> Mary and he had a sunscreen on his car that said; "Mary and Jesus".
>>>
>>
>> Till the end of my days, I shall be amazed by the world I live in.
> 
> https://www.bbc.co.uk/news/world-42009219
> 
> 

Yes... One of those things...

-- 
Thomas


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From: Jörg "Yadgar" Bleimann
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 8 Aug 2018 06:22:45
Message: <5b6ac475$1@news.povray.org>
Hi(gh)!

On 03.08.2018 16:10, Bald Eagle wrote:

> I'd start off with a ton, or tonne, depending, and then subdivide from there.
> Not being a certified expert in weights and measures, I'm not sure which ton
> would be best suited for the purpose - there's long tons, short tons, metric
> tons, shit tons, Greek tons, Avoirdupois....

In Khyberspace, we'll have the ser-e kabuli (7 kgs), the ser-e mazari 
(14 kgs), the kharwar (560 kgs, or 80 ser-e kabuli), the jerib (2000 
m²)... and, of course, for those inclined to intoxication, the maan (4.5 
kgs)!

See you there!

Yadgar


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From: Kenneth
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 8 Aug 2018 13:20:00
Message: <web.5b6b255541922aca47873e10@news.povray.org>
"Kenneth" <kdw### [at] gmailcom> wrote:
> From the tests, it's clear that the
> object's edge normals are not picking up any of the SKY color (YELLOW)...

Ignore that silly comment; my bad.

The only way that the 'edge' triangles/normals could possibly pick up the SKY
color is if those triangles *reflected* the sky. But there's no 'reflection' in
the height_field's texture statement. I got a bit confused in my thinking...


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 8 Aug 2018 14:34:30
Message: <5b6b37b6$1@news.povray.org>
On 08/08/2018 18:16, Kenneth wrote:
> "Kenneth" <kdw### [at] gmailcom> wrote:
>>  From the tests, it's clear that the
>> object's edge normals are not picking up any of the SKY color (YELLOW)...
> 
> Ignore that silly comment; my bad.
> 
> The only way that the 'edge' triangles/normals could possibly pick up the SKY
> color is if those triangles *reflected* the sky. But there's no 'reflection' in
> the height_field's texture statement. I got a bit confused in my thinking...
> 

Just thinking out loud. Is there a default reflection value?
Is there a list of default values?

-- 

Regards
     Stephen


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From: Alain
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 8 Aug 2018 17:03:56
Message: <5b6b5abc$1@news.povray.org>
Le 18-08-08 à 14:34, Stephen a écrit :
> On 08/08/2018 18:16, Kenneth wrote:
>> "Kenneth" <kdw### [at] gmailcom> wrote:
>>>  From the tests, it's clear that the
>>> object's edge normals are not picking up any of the SKY color 
>>> (YELLOW)...
>>
>> Ignore that silly comment; my bad.
>>
>> The only way that the 'edge' triangles/normals could possibly pick up 
>> the SKY
>> color is if those triangles *reflected* the sky. But there's no 
>> 'reflection' in
>> the height_field's texture statement. I got a bit confused in my 
>> thinking...
>>
> 
> Just thinking out loud. Is there a default reflection value?
> Is there a list of default values?
> 

reflection default to zero.

If you look in the documentation, you'll see that many features do have 
defaults, but you need to search around as there is no all encompassing 
defaults list that I remember of. There is a list, but it's not complete.


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From: Stephen
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 8 Aug 2018 17:11:55
Message: <5b6b5c9b$1@news.povray.org>
On 08/08/2018 22:04, Alain wrote:
>> Just thinking out loud. Is there a default reflection value?
>> Is there a list of default values?
>>
> 
> reflection default to zero.
> 

Thanks.


> If you look in the documentation, you'll see that many features do have 
> defaults, but you need to search around as there is no all encompassing 
> defaults list that I remember of. There is a list, but it's not complete.

It was just curiosity.

-- 

Regards
     Stephen


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From: Cousin Ricky
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 12 Aug 2018 17:47:19
Message: <5b70aae7$1@news.povray.org>
On 2018-08-04 07:33 PM (-4), Cousin Ricky wrote:
>
> TL;DR: I'm now working on very low detail mesh trees.

After a memory test, my priority has switched from revamping the trees 
to implementing units.

First of all, I can't seem to find any memory usage statistics in the 
POV-Ray 3.7 messages, so I did the test in 3.6.  These are the results 
for my original model, which uses a sphere for broadleaf trees and a 
simple CSG intersection for conifers:

   Smallest Alloc:                   9 bytes
   Largest  Alloc:              492040 bytes
   Peak memory used:          73732329 bytes
   Total Scene Processing Times
     Parse Time:    0 hours  0 minutes 55 seconds (55 seconds)
     Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
     Render Time:   0 hours  0 minutes  8 seconds (8 seconds)
     Total Time:    0 hours  1 minutes  3 seconds (63 seconds)

These are the results of the mesh test:

   Smallest Alloc:                   9 bytes
   Largest  Alloc:              492040 bytes
   Peak memory used:          85738823 bytes
   Total Scene Processing Times
     Parse Time:    0 hours  0 minutes 54 seconds (54 seconds)
     Photon Time:   0 hours  0 minutes  0 seconds (0 seconds)
     Render Time:   0 hours  0 minutes  9 seconds (9 seconds)
     Total Time:    0 hours  1 minutes  3 seconds (63 seconds)

It appears that for low-detail models, there is near parity, at least in 
POV-Ray 3.6, with the original system having a slight edge.  A third 
test with more complex CSG used a lot more memory, confirming that for 
increased detail, meshes are definitely the way to go.  But as long as 
I'm not saving memory in the short term, the tree project doesn't seem 
urgent.

Meanwhile, my patio is not wheelchair accessible.  (What patio?  Oh, I 
forgot, in rig #4, I added an outdoor mode with a finite checkered 
plane.  Gotta have that checkered plane.)  Of course, this is entirely 
academic in a virtual universe, but if practical necessity were the only 
factor, I wouldn't be worrying about hills and trees.

 From the beginning of this 4th rig, I incorporated unit conversion 
constants, because having a hardwired unit had already been a problem. 
However, I haven't yet gotten around to integrating scaling factors into 
the rig itself.  In this state, the unit conversion constants are mostly 
useless.  This deficiency has reared its head in some of my Object 
Collection projects, even though the rig itself is not part of the 
uploaded scenes.  When I added unit conversions to lrchairs (Leroy is 
also an American, and his chair was sized accordingly), I had to fudge 
the scaling in my test suite; and I had to do an unreasonable amount of 
math to set the camera for the gem settings I posted last year.  This is 
work a prefab render rig should relieve me of.

I think I should best retrofit my existing code to incorporate 
user-chosen units before embarking on a major project entailing 
demolition and reconstruction of brick walls, or growing a new forest, 
for that matter.  As I see it right now, the horticulture can wait.

When the time comes, I am leaning strongly toward an increased triangle 
count, without double illumination or interior texture.  It turns out 
that the current triangle count (95) leaves a disturbingly jagged 
silhouette in the forest context, so I'd be going in that direction anyway.

Note: the hills in the attached image are just a textured height field.


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From: Cousin Ricky
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 15 Sep 2018 19:49:23
Message: <5b9d9a83$1@news.povray.org>
On 2018-08-02 04:50 PM (-4), Bald Eagle wrote:
> Cousin Ricky <ric### [at] yahoocom> wrote:
>
>> [1] I did not choose my country of birth, but if I ever release the
>> source code, meters will be an option.
>
> Miles, baby.  Miles.

Bad news for Americans (or any Brits pining for the goode olde days), 
but I went ahead and converted the hills scale to meters.  Hey, I'm just 
an American trying to keep up with the rest of the world.  To keep 
things simple, the change is irreversible, #SryNotSry.  Since I have not 
released the code to the public, the only existing legacy scenes are my 
own, and I have already updated them.

Miles Davis is grandfathered, it goes without saying.

This rigidity of units does not apply to any shapes I might drop into 
the scene.  Measuring a gemstone in meters would be rather cumbersome.


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From: Cousin Ricky
Subject: Re: Unexpected double_illuminate tradeoffs
Date: 15 Sep 2018 20:07:34
Message: <5b9d9ec6$1@news.povray.org>
On 2018-08-12 05:48 PM (-4), Cousin Ricky wrote:
> Meanwhile, my patio is not wheelchair accessible.  (What patio?  Oh, I
> forgot, in rig #4, I added an outdoor mode with a finite checkered
> plane.  Gotta have that checkered plane.)

Well, what do you know?  I found a couple of scenes from rig #3 that 
have a patio.  Looks like I wanted that open air non-moiré checkered 
plane earlier than I thought.


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