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Nicolas Alvarez wrote:
> Remember I can't use radiosity on the renderfarm due to the artifacts
> that appear on tiled radiosity renders.
Question: How well does radiosity hold up across multiple frames if each
frame can be made into one tile?
Though, for the animation I have in mind, a light dome would probably be
more than adequate. Which means that I could spend the render time on
scattering media instead! :-D
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
This summer...There is another word for EXCITEMENT!
Roget's Thesaurus: The Motion Picture
-- posted by dr_dank on Slashdot
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From: Nicolas Alvarez
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 5 Feb 2008 09:07:41
Message: <47a86dad$1@news.povray.org>
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> Nicolas Alvarez wrote:
>> Remember I can't use radiosity on the renderfarm due to the artifacts
>> that appear on tiled radiosity renders.
>
> Question: How well does radiosity hold up across multiple frames if each
> frame can be made into one tile?
Good enough, if POV-Ray versions match. I remember a terribly flickering
animation the Internet Movie Project did, and the problem was some users
had different POV versions. That's not a problem on my farm, since
everyone is using the exact same version (and with my modifications).
The main problem is there *might* be artifacts when resuming a render. I
can't guarantee frames will be rendered in "one go" (people may reboot,
or BOINC automatically decide to switch from raytracing to protein folding).
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> I started with the untextured version (normally used for radiosity pass).
Here the same scene but with texture.
Any comments wellcome.
Regards,
Fidos
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Attachments:
Download '2nd-pass.03.jpg' (169 KB)
Preview of image '2nd-pass.03.jpg'
![2nd-pass.03.jpg](/povray.binaries.images/attachment/%3Cweb.47a8bca1dcec6a9f2e70b49f0%40news.povray.org%3E/2nd-pass.03.jpg?preview=1)
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how come the bottle is black ?
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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From: Zeger Knaepen
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 5 Feb 2008 15:03:14
Message: <47a8c102@news.povray.org>
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ah, it's not just the bottle, it's every reflective or refractive surface.
or so it seems.
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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"Zeger Knaepen" <zeg### [at] povplace com> wrote:
> ah, it's not just the bottle, it's every reflective or refractive surface.
> or so it seems.
yes, the original scene had a table with glass tabletop. It wasn't black, but
seemed to not show reflections or much transparency. Perhaps should get a
higher max_trace/whatever count?
OTOH, I like where this is going. In the first test, the metal parts didn't
have the jaggies in Jaime's original scene...
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BTW, these comparisons are cool?
http://luxrender2.org/forum/viewtopic.php?f=13&t=420
It's fascinating to see pictures with relatively low noise like this:
http://www.ossosso.com/public/test/studio_luxrender.tif
in just 5 minutes.
Not two mention no complicated tweaking to make materials and lights behave as
they should...
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"nemesis" <nam### [at] gmail com> wrote:
> "Zeger Knaepen" <zeg### [at] povplace com> wrote:
> > ah, it's not just the bottle, it's every reflective or refractive surface.
> > or so it seems.
>
> yes, the original scene had a table with glass tabletop. It wasn't black, but
> seemed to not show reflections or much transparency. Perhaps should get a
> higher max_trace/whatever count?
I need to use 2 different settings : one for the max recursion of a ray on the
diffuse objects and one the for the max trace level. An other possible reason
is that I perhaps break the refraction (reflection seems work)...
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From: Severi Salminen
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 6 Feb 2008 04:54:07
Message: <47a983bf@news.povray.org>
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fidos wrote:
>> I started with the untextured version (normally used for radiosity pass).
> Here the same scene but with texture.
>
> Any comments wellcome.
I'm very impressed with the results! So much more natural lighting than
the original with Povray's radiosity - at least with the settings
Piqueres used here:
http://www.ignorancia.org/uploads/images/thekitchen/wips/thekitchen-29.jpg
I've been following the work with WinOSI but it seems that the
development is halted. And as it is written in assemply I don't see any
future in any case :)
But please keep on working with this patch as the results are so good!
Could you post a comparison renders from various scenes with hi quality
radiosity settings. And report the actual rendering time.
I also guess that it should be very easy to parallelize Monte Carlo path
tracing to take advantage of multiple CPU cores.
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From: Severi Salminen
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 6 Feb 2008 04:58:26
Message: <47a984c2@news.povray.org>
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Warp wrote:
> So you basically do the exact same thing that the current radiosity
> code does, but without the optimizations? (The current radiosity method
> *uses* the monte-carlo method, with optimizations.)
>
> I really fail to see the advantage.
I can at least see that there are big differences in the images posted
to this thread - of course, that doesn't necessarily mean anything. And
I like images done with Fidos's patch the most. It would be interesting
to see if one could achieve identical lighting with Povray's radiosity.
The stupid thing is that you have to tweak the settings so much - with
brute force you just...wait :)
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