POV-Ray : Newsgroups : povray.binaries.images : Motecarlo path tracing with MegaPov 1.2.1 Server Time
2 Aug 2024 10:19:40 EDT (-0400)
  Motecarlo path tracing with MegaPov 1.2.1 (Message 122 to 131 of 161)  
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From: Nicolas Alvarez
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 24 Feb 2008 12:44:50
Message: <47c1ad12@news.povray.org>
Alain escribió:
> Sory, but there is no samples nor randomize in the radiosity settings.
> samples is a media quality setting.
> There is no "randomize" keyword.

There is in MegaPOV.
http://megapov.inetart.net/manual-1.2.1/global_settings.html#radiosity

But Jan should have mentioned his code was for MegaPOV...


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From: Jan Dvorak
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 24 Feb 2008 13:45:57
Message: <47c1bb65@news.povray.org>
Alain napsal(a):
> Jan Dvorak nous apporta ses lumieres en ce 2008/02/24 06:34:
>> Severi Salminen napsal(a):
> 
>>> And I love the results so far: it is so easy to make more realistic
>>> looking images with a path tracer than with "conventional" ray tracer
>>> IMO. Even the last sphere image I posted looks so natural to me. I
>>> wonder how easy it would be to reproduce it with POV.
>> using high radiosity settings with no conventional light source will 
>> do the same. I'm thinking of:
>> radiosity{
>>   error_bound 0        //to prevent any reuse
>>   count 1              //to prevent getting damn slow
>>   pretrace_start 1     //
>>   pretrace_end 1       //these won't be used either.
>>   minimun_reuse 0      //necessary
>>   normal on           //this won't hurt the performance
>>   #declare s=seed(Parse_String(date("%Y%y%j%H%M%S")))
>>   #declare d=VRand_On_Sphere(s);
>>   #if(d.y<0)
>>     d=-d;
>>   #end
>>   samples{1,d}
>>   randomize on         //a (lame) attempt to randomize the sample space.
>>                        //adapt adc_bailout and max_recursion as you like
>> }
>> The problem is that the light ray always reaches the surface at the 
>> same angle (different from ray to ray). This might (and will) produce 
>> artifacts (honestly, I'm interested in these artifacts), it might even 
>> go all wrong (the first bunce will be OK).
>>
> Sory, but there is no samples nor randomize in the radiosity settings.
> samples is a media quality setting.
> There is no "randomize" keyword.
> 
this is a megapov feature

-- 
the ultimate time-killer:
+a0.0 +am2 +r9

Johnny D


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From: Alain
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 24 Feb 2008 14:04:45
Message: <47c1bfcd@news.povray.org>
Jan Dvorak nous apporta ses lumieres en ce 2008/02/24 13:45:
> Alain napsal(a):

>> Sory, but there is no samples nor randomize in the radiosity settings.
>> samples is a media quality setting.
>> There is no "randomize" keyword.
>>
> this is a megapov feature
> 
There was no way to know that, as you never mentioned that in your original answer.

-- 
Alain
-------------------------------------------------
A dog is not "almost human" , and I know of no greater insult to the canine race 
than to describe it as such.

                                   John Holmes


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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 27 Feb 2008 14:00:01
Message: <web.47c5b26edcec6a9fe3d7a4c60@news.povray.org>
Hello,

From my previous post, I mainly introduced the use of triangular portals (all
the previous scene was done with spherical portals).

I tested it on the same kitchen scene rendering with 2 portals put on the
window.

The scene rendered for 24h on 4 cores of a Intel Q6600.

Any comments wellcome.

Regards,
Fidos


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Attachments:
Download '2nd-pass.09.jpg' (410 KB)

Preview of image '2nd-pass.09.jpg'
2nd-pass.09.jpg


 

From: Jan Dvorak
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 27 Feb 2008 16:38:20
Message: <47c5d84c$1@news.povray.org>
fidos napsal(a):
> Hello,
> 
> From my previous post, I mainly introduced the use of triangular portals (all
> the previous scene was done with spherical portals).
> 
> I tested it on the same kitchen scene rendering with 2 portals put on the
> window.
> 
> The scene rendered for 24h on 4 cores of a Intel Q6600.
> 
> Any comments wellcome.
> 
> Regards,
> Fidos
> 
> 
> ------------------------------------------------------------------------
> 
I don't remember the previous render being so noisy.


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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 27 Feb 2008 19:00:00
Message: <web.47c5f927dcec6a9fd44d9baa0@news.povray.org>
times look about the same, but lighting is better at the same proportion as
noise is worse.


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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 6 Mar 2008 14:20:01
Message: <web.47d0431ddcec6a9f23549e750@news.povray.org>
I made some big change on the handling of the portals and on the choise of the
pixels to shoot.

A new scene for testing the results : the office of Jaime Vives Piqueres
(http://www.ignorancia.org/en/index.php?page=The_office).

24h of rendering on 4 cores of a Intel Q6600.

6 portals (2 per windows).

This scene is difficult due to the presence of the window shaders that reduce
the light hits.

The results is disapointing for the spikes. I think they are due to the
reflectives objects present in the scene.

Any comments wellcome.

Regards,
Fidos


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Attachments:
Download 'office_test.10.jpg' (406 KB)

Preview of image 'office_test.10.jpg'
office_test.10.jpg


 

From: Nekar Xenos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Mar 2008 01:12:20
Message: <47d0dcc4@news.povray.org>
"fidos" <fid### [at] wanadoofr> wrote in message 
news:web.47d0431ddcec6a9f23549e750@news.povray.org...
>
> I made some big change on the handling of the portals and on the choise of 
> the
> pixels to shoot.
>
> A new scene for testing the results : the office of Jaime Vives Piqueres
> (http://www.ignorancia.org/en/index.php?page=The_office).
>
> 24h of rendering on 4 cores of a Intel Q6600.
>
> 6 portals (2 per windows).
>
> This scene is difficult due to the presence of the window shaders that 
> reduce
> the light hits.
>
> The results is disapointing for the spikes. I think they are due to the
> reflectives objects present in the scene.
>
Maybe if you let it render a couple more days... ;)

The lamp next to the pc looks strange...


-- 
-Nekar Xenos-


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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Mar 2008 13:50:00
Message: <web.47d18d33dcec6a9faa85e7230@news.povray.org>
> Maybe if you let it render a couple more days... ;)
I don't think. During the rendering, some spots appear and are very long to
reduce.
>
> The lamp next to the pc looks strange...
I think it is an trick to produce an halo around the lamp. The power of the lamp
is not enough and produce the strange effect.


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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 9 Mar 2008 10:00:01
Message: <web.47d3fac9dcec6a9f62cb0cce0@news.povray.org>
A new test scene of my own. Rendered 3h on 4 cores of a Q6600 2.4 GHz with my
Megapov montecarlo path tracing.

Any comments wellcome.

Fidos


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Attachments:
Download 'test_09.02.jpg' (95 KB)

Preview of image 'test_09.02.jpg'
test_09.02.jpg


 

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