POV-Ray : Newsgroups : povray.binaries.images : Not bad... - lse2.JPG Server Time
15 Aug 2024 02:23:29 EDT (-0400)
  Not bad... - lse2.JPG (Message 1 to 3 of 3)  
From: Alessandro Morelli
Subject: Not bad... - lse2.JPG
Date: 24 Aug 2002 12:13:44
Message: <v2cfmu8nlr81dakmafb7h9p63hkqpejpel@4ax.com>
Not bad for a 10 min test...
See http://www.cs.utah.edu/~bes/papers/scenes/paper-node6.html

Would any of the real gurus hanging around here take a serious try at
reproducing those test scenes? And better yet, explain us mere mortals
how did they succeed?

Pov & Peace
Alex

P.S.: may I be forgiven for the mes i made with previous posts...


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From: hughes b
Subject: Re: Not bad... - lse2.JPG
Date: 24 Aug 2002 15:55:14
Message: <3d67e4a2@news.povray.org>
"Alessandro Morelli" <ale### [at] alphacit> wrote in message
news:v2cfmu8nlr81dakmafb7h9p63hkqpejpel@4ax.com...
> Not bad for a 10 min test...
> See http://www.cs.utah.edu/~bes/papers/scenes/paper-node6.html
>
> Would any of the real gurus hanging around here take a serious try at
> reproducing those test scenes? And better yet, explain us mere mortals
> how did they succeed?
>
> P.S.: may I be forgiven for the mes i made with previous posts...

I can forget as well as forgive since broadband connection here quickens the
pace.  :-)

Well hey, not sure I could ever explain any of it myself, I'm not that
knowledgeable anyhow. I went about trying those scenes out in POV-Ray since
they are rather simplistically set up (sure am glad of that). I just didn't
have a great deal of luck getting any to be exact duplicates in this short
time. At least I found how there are similarities in Maya to radiosity and
shadows and lighting in POV. But it probably can't be done the same, as many
people have shown doing scenes from other programs, only close copies.

Your rendering of that "large spatial extent" test scene might be better
than mine. I couldn't get the little box to light up and have a shadow of
its own at the same time, but I did manage a more dispersed shadow for the
larger box, or blocker as they were called. I used spotlights for the
one-direction light sources with a polygon for a visible and
radiosity-interactive square. What's needed though is a rgb 0 side too, or
simply interior_texture if polygon will accept that.

It's obvious that to compete with those Maya renders my scene file needs
some fine tuning, if it can be done at all. The immediate realization is how
more area_light samples are needed, and radiosity tweaks, etc., than I
typically use since speed of rendering is always foremost in getting
something tested and finished. Unless you have the patience and processing
power for it.

I'll post what I tried at p.t.s-f. in case anyone wants to jump in with
tries of their own with some sort of beginning template. It really needs
fixing and refining but might as well post it now or I might never get
further along into it.


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From: hughes b
Subject: test 3: large spatial extents [5KB jpeg]
Date: 25 Aug 2002 00:48:37
Message: <3d6861a5@news.povray.org>
I still couldn't get it right... that "large spatial extent" test. What
looked best was to use a much larger area light than the test specifies for
the main overhead one and a regular point area light source instead of a
spot light pointing up for the underside one.
I don't see how they got the large soft shadow for the "large blocker" and
the small shadowed one without going that route.
Attached is my way :-)
I'm also posting the revamped scene file and example renders to p.b.s-f. so
look there, if anyone is interested. It has all five tests. I was extremely
hasty in posting to p.t.s-f before, there was plenty fixing up needed and
I've yet to get it all adjusted or figured out exactly. Leaves plenty of
room for improvement.


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