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Hasan3 wrote:
> I think that it's due to light source's angle. The wineglass is
> tall...
>
I'm afraid <Orchid> is right. I expierenced the same problem in my picture (look
2 threads before; "ouch..") with "mesh"-glasses. The first dozend photon renders
gave always some kind of grid like pattern or even isolated sparkles, until I
raised the gather radius to smooth them out. But be aware, that your render time
might get quit long by doing this.
Apart from this realy nice modells. Someone told me, that the quality of a
wineglass is reciprocal to the thickness of its stem. So making the stem thiner
would make it look more elegant and "expensive". ;-)
...dave
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Hasan3 spake:
> I make glass with wings3d. And I tested glass and caustic efects. I like
> the result. what do you think?
>
> Regards.
>
> -----
> Hasan
The caustics are nice...
--
Stefan Viljoen
Software Support Technician / Programmer
Polar Design Solutions
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"Hasan3" <PRO### [at] Yahoo com> schreef in bericht
news:web.4400dc14d19227f87cb9f7740@news.povray.org...
> I make glass with wings3d. And I tested glass and caustic efects. I like
the
> result. what do you think?
>
Very nice! I am always impressed when people use photons and caustics. It is
something I am (still) a little afraid to use, mainly because of the
involved render time...
Thomas
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David El Tom <dav### [at] t-online de> wrote:
> Hasan3 wrote:
>
> > I think that it's due to light source's angle. The wineglass is
> > tall...
> >
>
> I'm afraid <Orchid> is right. I expierenced the same problem in my picture (look
> 2 threads before; "ouch..") with "mesh"-glasses. The first dozend photon renders
> gave always some kind of grid like pattern or even isolated sparkles, until I
> raised the gather radius to smooth them out. But be aware, that your render time
> might get quit long by doing this.
>
> Apart from this realy nice modells. Someone told me, that the quality of a
> wineglass is reciprocal to the thickness of its stem. So making the stem thiner
> would make it look more elegant and "expensive". ;-)
>
> ...dave
Hmm, you are may be right... I have look at your "ouch.." picture. The
light's pover or finish parameters are low. Yes,the wineglass's stem is
thick. it's very luxury furniture:) This model is made only for the test.
-----
Hasan.
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Stefan Viljoen <spamnot@<removethis>polard.com> wrote:
> Hasan3 spake:
>
> > I make glass with wings3d. And I tested glass and caustic efects. I like
> > the result. what do you think?
> >
> > Regards.
> >
> > -----
> > Hasan
>
> The caustics are nice...
>
> --
> Stefan Viljoen
> Software Support Technician / Programmer
> Polar Design Solutions
Stefan, thanks..
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"Thomas de Groot" <t.d### [at] inter nl net> wrote:
> "Hasan3" <PRO### [at] Yahoo com> schreef in bericht
> news:web.4400dc14d19227f87cb9f7740@news.povray.org...
> > I make glass with wings3d. And I tested glass and caustic efects. I like
> the
> > result. what do you think?
> >
>
> Very nice! I am always impressed when people use photons and caustics. It is
> something I am (still) a little afraid to use, mainly because of the
> involved render time...
>
> Thomas
Thomas, thanks. Povray is very faster then other render engine. For example,
I tested this glasses with yafray, render time is too much.(1-1.5 hours) But
with povray 10-15 minute. if pov team improve the light system, Povray will
be great then vray, kray, yafray etc. I hope this.
Regards.
Hasan
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My photon settings:
global_settings {
max_trace_level 35
assumed_gamma 2.2
ambient_light rgb< 0,0,0>
photons {
spacing 0.05
autostop 0
jitter 0.4
count 1000000
media 0
max_trace_level 25
}
}
.....
light_source {<6.4,11,6.5>
color rgb <1,1,1>*1
media_interaction on
photons {
refraction on
reflection on
}
}
.....
object's photon settings :
object{
.......
photons {
collect on
refraction on
reflection off
target 1
}
}
is there any problem ?
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> I'm afraid <Orchid> is right. I expierenced the same problem in my
> picture (look 2 threads before; "ouch..") with "mesh"-glasses. The first
> dozend photon renders gave always some kind of grid like pattern or even
> isolated sparkles, until I raised the gather radius to smooth them out.
> But be aware, that your render time might get quit long by doing this.
As I understand it, "gather radius" effectively controls how "big" each
individual photon is. I would have expected that to require shooting
*fewer* photons, and hence be *faster*...
OTOH, I haven't actually tried it.
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Orchid XP v2 wrote:
>
> As I understand it, "gather radius" effectively controls how "big" each
> individual photon is. I would have expected that to require shooting
> *fewer* photons, and hence be *faster*...
>
> OTOH, I haven't actually tried it.
I'm never ever looked at the code so far, but as I understood the docs and the
discussions in this forum, the radius and the gather values doesn't influence
the number of photons to be shot at each induvidual object, this is done by the
count/spacing value together with the target multiplier.
Radius and gather kick in when allready all photons are shot. They influence
which of the stored photons should be taken into account for each induvidual
point in your render.
To few photons will result in a coarse photon map which won't reveal much
details. On the other hand lots of photons will give a finer photon map, but
unless you adjust the gather values not all off them will be "collected" while
searching through the photon map (the max value limits the number of photons to
be collected and therefore to be taken into account). AFAIUI the gather min
value decides if the the search radius has to be expanded adaptively to collect
at least a minimal number of photons, and can cause problems when not enough
photons are present.
to put it other words, I imagine the code looks roughly like this:
-sort all photons stored in the photon map by means of the distance to the
point rendered
-take those photons which distance is less then the search radius
-if the number of this photons is less then gather min value expand the
search radius until the minimal number of photons to be collected is reached
-if the number of photons found is larger then gather max value take those
photons nearest to the point rendered
-average the collected photons weighted by there distance
please correct me if this is nonsense; the more I understand the concept and how
it's implemented the better (I think) I can make use of it and know which value
have to be changed to get what I want.
... dave
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Hasan3 wrote:
> My photon settings:
>
> global_settings {
> max_trace_level 35
> assumed_gamma 2.2
> ambient_light rgb< 0,0,0>
>
> photons {
> spacing 0.05
> autostop 0
> jitter 0.4
> count 1000000
> media 0
> max_trace_level 25
> }
>
> }
>
>
>
the docs ("3.6.3.2.1 Photon Global Settings") recommend to use either
<spacing> OR <count> ...
the number photon shot using <spacing> depends on object dimension, while with
<count> the spacing will be estimated to fit the number of photons to be shot.
In your case I don't know which does have the higher priority ???
...dave
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