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31 Jul 2024 08:28:00 EDT (-0400)
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From: stbenge
Subject: Re: Alley Sunflower Final
Date: 22 Jun 2010 13:15:08
Message: <4c20ef9c$1@news.povray.org>
Nekar Xenos wrote:
> stbenge wrote:
>>
>> How intense are the brightest areas of light in the original image?
> 
> I've used extremely high rgb (400+) values for my light source - so I 
> guess that's the problem.
> The first try was on the default settings and many other settings with 
> the same results.

Wow, that's a bright light_source.


> I'm quite happy with the current result without hdr.

Cool :)


> There is one other problem: I've noticed the edge pixels don't fit in 
> with the rest of the scene - but you don't notice it if the image is on 
> a light background.

I think this might be an internal problem with POV-Ray itself. It's a 
bad line of pixels around the edge and arises when warp{repeat n flip n} 
is used on an image_map. Heck, it's probably an image_map problem, and I 
wouldn't be surprised if it was somehow related to the interpolation 
shifting problems clipka was exploring.


> I posted an hdr image on povray.binaries.misc for you to test on.

OK, I'll grab it.


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From: stbenge
Subject: Re: Alley Sunflower Final
Date: 22 Jun 2010 16:26:07
Message: <4c211c5f@news.povray.org>
stbenge wrote:
> Nekar Xenos wrote:
>> I posted an hdr image on povray.binaries.misc for you to test on.
> 
> OK, I'll grab it.

The preliminary results don't look very promising. I tried remapping the 
color values to create a new range of intensity. When the colors are 
remapped 0 - 1, the result in luminous bloom is exactly the same as if a 
.png or .tga image had been used. When remapped 0 - 2 or greater, the 
shadows become too light, changing the light level for the entire image.

I think your best bet, if you plan to use luminous bloom, would be to 
render your scenes with reasonably low light_source intensities, or just 
use pngs or tgas.

Now, about that bad line of pixels around the edge. It's definitely a 
problem with POV-Ray. It exists whether the "once" keyword was used or 
not, and always when repeat/flip warps are used. To alter my code to fix 
the problem is not really a good solution, as there is a possibility 
that the render times will rise significantly. I'll try posting a bug 
report, and hopefully it will be fixed soon. For now, maybe you can just 
remove the outer layer of pixels?


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From: stbenge
Subject: Re: Alley Sunflower Final
Date: 22 Jun 2010 16:59:32
Message: <4c212434$1@news.povray.org>
stbenge wrote:
> Now, about that bad line of pixels around the edge. It's definitely a 
> problem with POV-Ray. It exists whether the "once" keyword was used or 
> not, and always when repeat/flip warps are used.

New update. I tried adding "once" to the image_map, and now the problem 
/appears/ to be gone. I could swear I had tried this before without 
success. It only happens when an image is interpolated and given a 
repeat/flip warp so it's definitely an interpolation issue, but probably 
not a real bug.

I'll do some more testing, and when I am satisfied with the result, an 
updated version of luminous bloom will be issued.


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From: Nekar Xenos
Subject: Re: Alley Sunflower Final
Date: 23 Jun 2010 05:05:02
Message: <op.veqwuhwoufxv4h@go-dynamite>
On Tue, 22 Jun 2010 22:26:08 +0200, stbenge <myu### [at] hotmailcom>  
wrote:

> stbenge wrote:
>> Nekar Xenos wrote:
>>> I posted an hdr image on povray.binaries.misc for you to test on.
>>  OK, I'll grab it.
>
> The preliminary results don't look very promising. I tried remapping the  
> color values to create a new range of intensity. When the colors are  
> remapped 0 - 1, the result in luminous bloom is exactly the same as if a  
> .png or .tga image had been used. When remapped 0 - 2 or greater, the  
> shadows become too light, changing the light level for the entire image.
>
> I think your best bet, if you plan to use luminous bloom, would be to  
> render your scenes with reasonably low light_source intensities, or just  
> use pngs or tgas.
>

I'll stick to png. I onlys used hdr because you docs said it would be  
better :)

Thanks,

-Nekar Xenos-


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