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From: Jörg "Yadgar" Bleimann
Subject: POV-Ray Archaeology: Yet Another Chess Set, 1998-12-15 by Eric Freeman
Date: 8 Nov 2019 09:18:59
Message: <5dc57953@news.povray.org>
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Hi(gh)!
Another rendition from the classic age of POV-Ray... rendered just now
with 3.7.
I plan to render a whole chess match as animation, preferably a 1980s
Kasparov vs. Karpov match, with German synthesist Manuel Göttsching's
electronic classic "E2-E4" as background music...
See you in Khyberspace!
Yadgar
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Attachments:
Download '1998-12-15 yet another chess set (eric freeman) [rendered on 2019-11-08 by yadgar using pov-ray 3.7].png' (1381 KB)
Preview of image '1998-12-15 yet another chess set (eric freeman) [rendered on 2019-11-08 by yadgar using pov-ray 3.7].png'
![1998-12-15 yet another chess set (eric freeman) [rendered on 2019-11-08 by yadgar using pov-ray 3.7].png](/povray.binaries.images/attachment/%3C5dc57953%40news.povray.org%3E/1998-12-15%20yet%20another%20chess%20set%20%28eric%20freeman%29%20%5Brendered%20on%202019-11-08%20by%20yadgar%20using%20pov-ray%203.7%5D.png?ttop=448279&toff=700&preview=1)
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From: Jörg "Yadgar" Bleimann
Subject: Re: POV-Ray Archaeology: Yet Another Chess Set, 1998-12-15 by EricFreeman
Date: 8 Nov 2019 10:01:26
Message: <5dc58346@news.povray.org>
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Hi(gh)!
...or, for comparison, a historically more accurate 3.1 version!
See you in Khyberspace!
Yadgar
Post a reply to this message
Attachments:
Download '1998-12-15 yet another chess set (eric freeman) [rendered on 2019-11-08 by yadgar using pov-ray 3.1].png' (1433 KB)
Preview of image '1998-12-15 yet another chess set (eric freeman) [rendered on 2019-11-08 by yadgar using pov-ray 3.1].png'
![1998-12-15 yet another chess set (eric freeman) [rendered on 2019-11-08 by yadgar using pov-ray 3.1].png](/povray.binaries.images/attachment/%3C5dc58346%40news.povray.org%3E/1998-12-15%20yet%20another%20chess%20set%20%28eric%20freeman%29%20%5Brendered%20on%202019-11-08%20by%20yadgar%20using%20pov-ray%203.1%5D.png?ttop=448279&toff=700&preview=1)
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From: Thomas de Groot
Subject: Re: POV-Ray Archaeology: Yet Another Chess Set, 1998-12-15 byEricFreeman
Date: 9 Nov 2019 02:33:16
Message: <5dc66bbc@news.povray.org>
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Op 08/11/2019 om 16:01 schreef Jörg "Yadgar" Bleimann:
> Hi(gh)!
>
> ...or, for comparison, a historically more accurate 3.1 version!
>
> See you in Khyberspace!
>
> Yadgar
Looks better. I am sure you could get this look in version 3.7 too.
--
Thomas
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Interior Photon Dispersion
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Attachments:
Download 'chessdiff.png' (1163 KB)
Preview of image 'chessdiff.png'

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From: Thomas de Groot
Subject: Re: POV-Ray Archaeology: Yet Another Chess Set, 1998-12-15 by EricFreeman
Date: 9 Nov 2019 02:45:35
Message: <5dc66e9f$1@news.povray.org>
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Op 09/11/2019 om 08:38 schreef Melody:
> Interior Photon Dispersion
>
Nice one this!
One criticism though, if I may ;-) the wood texture of the board is not
broken at the square boundaries. It looks like the squares are 'painted'
on the board.
--
Thomas
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From: Alain Martel
Subject: Re: POV-Ray Archaeology: Yet Another Chess Set, 1998-12-15 byEricFreeman
Date: 11 Nov 2019 19:25:52
Message: <5dc9fc10$1@news.povray.org>
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Le 2019-11-09 à 02:45, Thomas de Groot a écrit :
> Op 09/11/2019 om 08:38 schreef Melody:
>> Interior Photon Dispersion
>>
>
> Nice one this!
>
> One criticism though, if I may ;-) the wood texture of the board is not
> broken at the square boundaries. It looks like the squares are 'painted'
> on the board.
>
Same base pattern with two colour maps. Should use two different
turbulence, some translation and rotation, and possibly scalling, to
make it look way better.
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yes well, not sure you guys are getting the light,
15 hrs tracing those nasty photons. seriously.
Thats what u see? lol
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From: Thomas de Groot
Subject: Re: POV-Ray Archaeology: Yet Another Chess Set, 1998-12-15 byEricFreeman
Date: 14 Nov 2019 06:59:34
Message: <5dcd41a6$1@news.povray.org>
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Op 14/11/2019 om 10:28 schreef Melody:
> yes well, not sure you guys are getting the light,
> 15 hrs tracing those nasty photons. seriously.
> Thats what u see? lol
>
It is the little detail that separates 'perfection' from 'good enough'.
In the good old days of the IRTC, this would have contributed to drop
the image from a first place to anonymity. ;-)
Of course, the photons are a nice show off if not a perfect example, and
we appreciate the render time, but an image is not only about that. It
is about all the other little details (even hardly noticeable) together,
especially if they have been taken care of in a proper way. After some
20 years of POV-Ray, that is what you end up look for.
[You know you have been raytracing too long when ...
... You find yourself etc, etc.]
--
Thomas
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"Melody" <nomail@nomail> wrote:
> yes well, not sure you guys are getting the light,
> 15 hrs tracing those nasty photons. seriously.
> Thats what u see? lol
It's like that here sometimes. ;)
There's no telling what small thing will be the Mt. Everest. :D
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egos promote them selves as inferior or superior - equality unknown.
lovers promote the methods. awake, their ego does its original job, and follows
directions.
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competition can bring out the best is some unmotivated people.
but the dark side is inferiority and superiority, separation.
man's accolades of competition are pure ego payoff, trite and insignificant.
I'd never join a club that would have me as a member.
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"Melody" <nomail@nomail> wrote:
> I'd never join a club that would have me as a member.
“Men and women range themselves into three classes or orders of intelligence;
you can tell the lowest class by their habit of always talking about persons;
the next by the fact that their habit is always to converse about things; the
highest by their preference for the discussion of ideas.”
No worries, just keep coding and rendering.
Don't join the club - lead the members out of the club. Transcend the club.
Forge ahead, and learn something new along the way. Every day.
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god finally decides mankind is worthy of a visit.
god shows up, patting himself on the back, "so what do you think of my
universe?" you'd be like yeah yeah, whatever dude.
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From: Dick Balaska
Subject: Re: POV-Ray Archaeology: Yet Another Chess Set, 1998-12-15 byEricFreeman
Date: 14 Nov 2019 21:07:03
Message: <5dce0847@news.povray.org>
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On 11/14/19 7:56 PM, Melody wrote:
> god finally decides mankind is worthy of a visit.
> god shows up, patting himself on the back, "so what do you think of my
> universe?" you'd be like yeah yeah, whatever dude.
>
>
>
I like all the little fiddly bits in the fjords.
--
dik
Rendered 23,657,702,400 of 40,928,716,800 pixels (57%)
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"Bald Eagle" <cre### [at] netscape net> wrote:
> Forge ahead, and learn something new along the way. Every day.
Passion for greater understanding is what Socrates might have called "Virtue."
It's one human Strength of 14. Socrates could not list them at all, admitted he
did not know them. (yes I have that, which academia is clueless.)
The head was not designed to think, it has no virtue or Strength, its a
receiver/coordinator. The heart thinks, hence sleepers don't think so well, if
at all.
Sleepers = emission of timeless heart energy went to sleep or never woke up,
curiosity, passion and wonder is absent. One third are not going to wake up;
they are the required resistance. One third are technically "psychopathic" for
life. Means just in their head, a sleeper, will never care for another person,
can't feel it, a terminal child.
It was planned this way. What will make the species evolve? The idea that, "I'm
not hanging around your kind anymore." just leave is the only solution.
Love brings change, which not everyone will see; they are just barking dogs, or
talking heads that can't see what matters most. A solution-less plaque with a
benefit.
Understanding elegantly orders the chaos of hope - the core land of enchantment
(of 7). It's like having a sense of purpose and meaning and belonging where you
are - the enchanting things.
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when you see 2 PPS .... lol
Problem with long renderings, how many variations will you ever see?
What I didnt see before, anything over 4x4 area_light is overkill, and produced
more streaky shadows.
area_light shadows seem slowest of anything one can do.
my laptop is too slow for this stuff. I bet google could kick ass with their
computers.
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22 hrs and only 840 for the laptop.without area_light only an 1 hour.
flat sides like a prism wont make these colors, its the shape creating this
effect.
if you cant DIY on this texture, anything I have is available for the request.
make something good. thats all.
Post a reply to this message
Attachments:
Download 'chessdiff2.png' (458 KB)
Preview of image 'chessdiff2.png'

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as for the unrealistic grass scenes, somber with sorrow when such artistry is
lacking. someone's elevator must be on the fritz. (call for help?)
seek help. ask me, maybe I can help.
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hi,
"Melody" <nomail@nomail> wrote:
> ... (call for help?) seek help. ask me, maybe I can help.
I would like to walk on water, just like you. what is your secret? ;-)
regards, jr.
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From: Alain Martel
Subject: Re: POV-Ray Archaeology: Yet Another Chess Set, 1998-12-15 byEricFreeman
Date: 16 Nov 2019 10:37:17
Message: <5dd017ad$1@news.povray.org>
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Le 2019-11-16 à 01:31, Melody a écrit :
> when you see 2 PPS .... lol
>
> Problem with long renderings, how many variations will you ever see?
> What I didnt see before, anything over 4x4 area_light is overkill, and produced
> more streaky shadows.
> area_light shadows seem slowest of anything one can do.
> my laptop is too slow for this stuff. I bet google could kick ass with their
> computers.
>
>
When using area_light you should always use adaptive.
The PRESENCE of adaptive turn the feature on. adaptive 0 DO NOT turn it off.
adaptive 0 start with 4 samples (2 by 2): One at each corners.
adaptive 1 start with 9 samples (3 by 3): Each corners plus one in the
middle of each side and the center.
adaptive 2 start with 25 samples (5 by 5), adaptive 3 with 81 (9 by 9),...
This allow you to use something like this :
area_light 3*x 3*z 1025 1025 adaptive 0
and still have reasonably quick renders with no discernible banding,
even without jitter.
If you use an area_light of 4x4 with jitter and antialiasing, then the
banding will disappears but your render time will greatly increase
because all pixels in the penumbra will get antialiased.
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Alain Martel <kua### [at] videotron ca> wrote:
......
> adaptive 0 start with 4 samples (2 by 2): One at each corners.
> adaptive 1 start with 9 samples (3 by 3): Each corners plus one in the
> middle of each side and the center.
> adaptive 2 start with 25 samples (5 by 5), adaptive 3 with 81 (9 by 9),...
>
> This allow you to use something like this :
>
> area_light 3*x 3*z 1025 1025 adaptive 0
>
> and still have reasonably quick renders with no discernible banding,
> even without jitter.
>
> If you use an area_light of 4x4 with jitter and antialiasing, then the
> banding will disappears but your render time will greatly increase
> because all pixels in the penumbra will get antialiased.
code for chessdiff2 ---
+AM2 +A0.3
board_sq(<-3+j,0,-3+i>),so dimensions are: 3 * 8 = 24 and the frame.
#if (Area_Light)
area_light x*15, y*15,6,6
adaptive 1 jitter orient circular
#end
32 shadows takes 21 hrs. yikes!
during which time I surmised 4,4 would be enough, but it takes so long to check
these things. but 1025x1025, I cant even multiply that in my head, unbelievable
N lights = 1050625 = a million lights? seriously?
in chessdiff.png 13,13 - u can see the shadow streaks, which disappeared in
chessdiff2.png
so your saying, use a million lights, but adaptive 0 ?
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"jr" <cre### [at] gmail com> wrote:
> I would like to walk on water, just like you. what is your secret? ;-)
learn how. collect examples of well lit scene scripts that run, ask for them to
be posted when u see them, some people are very helpful that way. follow
examples, til u know enough. read that help file. it helps.
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"jr" <cre### [at] gmail com> wrote:
> I would like to walk on water, just like you. what is your secret? ;-)
also F1 fails with pov3.7 and windows7. you need F1.
if u don't understand a word or a number, place cursor, hit F1. pay attention
and learn.
more versions = not 3.7
http://news.povray.org/povray.binaries.utilities/thread/%3Cweb.5dd0cb2054a09c79da690110%40news.povray.org%3E/
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i dont get it or the help file is inconclusive !!
AXIS_1_VECTOR, AXIS_2_VECTOR, Size_1, Size_2
referring to "size"
"There is no point in using circular with linear area lights or area lights
which have a 2x2 size."
.. .
.. . that's already circular.
suggesting "size" = n lights.
and the vector length = array dimensions
so I'm still not sure, also it to alludes to adaptive n = n lights.
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this line seems conclusive. yes, size == n lights according to this.
"For example area_light x,y,4,4 specifies a 4 by 4 array of lights. If you
specify adaptive 3 it would mean that you should start with a 9 by 9 array. In
this case no adaptive sampling is done. The 4 by 4 array is used.
"
so back to my original question, a million lights, seriously?
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adaptive 0 is still 2x2 (at least)
adaptive 0 does not mean off.
apparently
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updated chessdiff.pov with comments on area_light
area_light x*15, y*15,3,3
//understate rows and columns, turns off adaptive sampling = not enough lights
// adaptive 0 = 2x2 - 1 3x3 - 2 5x5 - 3 = 9x9
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There are too many references scattered all over the place.
Try this:
http://wiki.povray.org/content/Reference:Light_Source
and maybe increase global ambient illumination if you need "more light".
Sometimes one can spend a whole day doing nothing but playing with lighting.
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Alain Martel <kua### [at] videotron ca> wrote:
> When using area_light you should always use adaptive.
> The PRESENCE of adaptive turn the feature on. adaptive 0 DO NOT turn it off.
>
> adaptive 0 start with 4 samples (2 by 2): One at each corners.
> adaptive 1 start with 9 samples (3 by 3): Each corners plus one in the
> middle of each side and the center.
> adaptive 2 start with 25 samples (5 by 5), adaptive 3 with 81 (9 by 9),...
>
> This allow you to use something like this :
>
> area_light 3*x 3*z 1025 1025 adaptive 0
>
> and still have reasonably quick renders with no discernible banding,
> even without jitter.
The details of how area_light actually works is a bit murky to those of us who
don't use it enough or have investigated it in a string of experimental renders
or reading the source code.
In any event, I'm sure Alain isn't suggesting using a million lights.
Due to however area_light works, that 3x3 patch might get split up into a grid
of a million squares - but it doesn't take the same amount of time to render as
a million separate point lights.
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From: Dick Balaska
Subject: Re: POV-Ray Archaeology: Yet Another Chess Set, 1998-12-15 byEricFreeman
Date: 17 Nov 2019 13:23:07
Message: <5dd1900b$1@news.povray.org>
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On 11/17/19 8:55 AM, Bald Eagle wrote:
>
> Sometimes one can spend a whole day doing nothing but playing with lighting.
>
Matt Damon just told this story on the Bill Simmons podcast:
Kubrick had a model of the Overlook Hotel on a table, and while
producers and gophers stood around, spent over a week just walking
around it setting up miniature lights, photographing it, moving lights,
repeat, for a week.
When he was satisfied, he mathematically scaled up the lights for the
real production of The Shining.
--
dik
Rendered 24,503,731,200 of 40,928,716,800 pixels (59%)
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From: Alain Martel
Subject: Re: POV-Ray Archaeology: Yet Another Chess Set, 1998-12-15 byEricFreeman
Date: 19 Nov 2019 12:14:23
Message: <5dd422ef$1@news.povray.org>
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Le 2019-11-17 à 00:45, Melody a écrit :
> i dont get it or the help file is inconclusive !!
>
> AXIS_1_VECTOR, AXIS_2_VECTOR, Size_1, Size_2
>
> referring to "size"
> "There is no point in using circular with linear area lights or area lights
> which have a 2x2 size."
> .. .
> .. . that's already circular.
> suggesting "size" = n lights.
> and the vector length = array dimensions
>
> so I'm still not sure, also it to alludes to adaptive n = n lights.
>
>
AXIS_1_VECTOR, AXIS_2_VECTOR define the extent or dimention of the area
light.
Size_1, Size_2 define how many samples or sub-light are used to evaluate
the penumbra.
The samples are evenly spaced along the extent.
When using circular, the array of samples is squashed from it's
rectangular shape into a circular one. A 2x2 area light is always square.
This sample illustrate the principle of circular VS. regular area_light :
//*************** START *************
#version 3.7;
// render as a square image
// +w1024 +h1024
// +w800 +h800
global_settings{assumed_gamma 1}
plane{-z, -10 pigment{ rgb 1}finish{brilliance 0} }
disc{0,z,10000,0.03}// Mask with a small hole
#declare W=11; // How wide the area light is
#declare N=17; // The number of samples to use
light_source{-10*z rgb<1,0,1>*pow(N,2) area_light W*x W*y N N circular }
// Use pow(N,2) to make the light bright enough to always be seen.
// The intensity is distributed along all the sub-lights.
light_source{-10*z rgb<0,1,0>*pow(N,2) area_light W*x W*y N N }
camera{orthographic location 1*z look_at 10*z up W/2+1.2 right W/2+1.2}
//********** END ***********
It's simply an area_light shining through an opening that is
intentionally much to small to show the samples pattern.
If you add adaptive, it will show the initial array that will be used.
adaptive 0 start with a 2x2 array
adaptive 1 start with a 3x3 array
adaptive 2 start with a 5x5 array
adaptive 3 start with a 9x9 array
Adaptive only improve performance if the area light have at least twice
the number of samples than the mi minimal array used.
Alain
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From: Alain Martel
Subject: Re: POV-Ray Archaeology: Yet Another Chess Set, 1998-12-15 byEricFreeman
Date: 19 Nov 2019 12:24:34
Message: <5dd42552$1@news.povray.org>
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Le 2019-11-17 à 01:16, Melody a écrit :
> adaptive 0 is still 2x2 (at least)
> adaptive 0 does not mean off.
> apparently
>
>
>
The only way to turn adaptive OFF is to NOT use the adaptive key word.
In adaptive N, the initial number of samples is :
2^N+1
2^0=1 +1 =2
2^1=2 +1 =3
2^2=4 +1 =5
2^3=8 +1 =9
...
Also, the actual number of samples will follow that same pattern and
will use the smallest number of samples that is AT LEAST the requested
number.
area_light x z 4 4 adaptive 0
will actually use a 5x5 array.
area_light x z 6 6 adaptive 0
will use 9x9.
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https://educateinspirechange.org/alternative-news/three-player-chess-just-crazy-sounds/
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