POV-Ray : Newsgroups : povray.binaries.images : Motecarlo path tracing with MegaPov 1.2.1 Server Time
2 Aug 2024 12:16:51 EDT (-0400)
  Motecarlo path tracing with MegaPov 1.2.1 (Message 51 to 60 of 161)  
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From: Jaime Vives Piqueres
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 07:36:08
Message: <47aafb38@news.povray.org>

>> I started with the untextured version (normally used for radiosity pass).
> Here the same scene but with texture.
> 
> Any comments wellcome.

   Impressive! I hope you end up with success this patch, because it would 
be great for this kind of scenes. Here you seem to have a problem with the 
max_trace_level?

   Indeed, it would be very nice if it can be saved-loaded as the radiosity 
or photons data.

   Thanks for using the kitchen!

--
Jaime


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From: H  Karsten
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 07:50:00
Message: <web.47aafdc8dcec6a9f289345970@news.povray.org>
Hi fidos.

What you made is great man!!
These kind of rendering is really in front of doing raytracing and I like to see
those results.

There was a lot of work in the last year I had to made with bruteforcer and I
couldn't use PovRay for it..

I'm on the indigo page as Pippi Longsleeves. Here the Pictures I'll made with
Indigo:
http://www.indigorenderer.com/joomla/index.php?option=com_gallery2&Itemid=26&g2_itemId=15699

I really looking forward for this. And I hope to make such things in PovRay in
the near future.

:) holger


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From: Nicolas Alvarez
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 07:56:51
Message: <47ab0013$1@news.povray.org>

>   Indeed, it would be very nice if it can be saved-loaded as the 
> radiosity or photons data.

I have only ever used one renderer of this "kind" (WinOSi). That one is 
probably quite feature-less compared to others. And it lets me not only 
save the data, but also, *merge* files.

Process two hours on two different computers, merge the files, and 
you'll get half the noise in the same time, just as if you had processed 
it for four hours.


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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 08:35:01
Message: <web.47ab083bdcec6a9fa9518f020@news.povray.org>
man, this is incredibly damn good-looking!
http://www.indigorenderer.com/joomla/index.php?option=com_gallery2&Itemid=26&g2_itemId=15723&g2_GALLERYSID=a2f8515b5ca9
f551b0d34672acf6aceb


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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 09:05:00
Message: <web.47ab0fe5dcec6a9fa9518f020@news.povray.org>
Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
> Process two hours on two different computers, merge the files, and
> you'll get half the noise in the same time, just as if you had processed
> it for four hours.

how about processing it for 1 hour and removing the noise in Photoshop/Gimp? ;)


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From: H  Karsten
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 09:20:00
Message: <web.47ab130edcec6a9f289345970@news.povray.org>
"nemesis" <nam### [at] gmailcom> wrote:


> how about processing it for 1 hour and removing the noise in Photoshop/Gimp? ;)

The process is similar to a normal Photo process: You let light throe the
objective and the photons rain down onto your image plane. The longer the
objective is open the more photons you have - the finer the detail.

By having less detail no filter (what ever it is) will give it to you.

By using a film with higher light sensitivity (to get shorter exposure times)
the exposer dots became very big. Maybe, this is a way to come closer to
photographic results: The first dots have to be bigger and getting smaller in
time. (just an idea..)

-holger-


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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 09:40:00
Message: <web.47ab17efdcec6a9fa9518f020@news.povray.org>
"H. Karsten" <h-karsten()web.de> wrote:
> "nemesis" <nam### [at] gmailcom> wrote:
> > how about processing it for 1 hour and removing the noise in Photoshop/Gimp? ;)
>
> The process is similar to a normal Photo process: You let light throe the
> objective and the photons rain down onto your image plane. The longer the
> objective is open the more photons you have - the finer the detail.
>
> By having less detail no filter (what ever it is) will give it to you.

hmm, true.  But suppose the detail is almost good enough, but there's still
noise which won't truly go away if not for another 20 hours on a quadcore.
Wouldn't it be nice to simply replace those extra render hours in favor of 2
seconds on a bitmap noise reducer?

Seems it was exactly what Enrico Cerica, a famous Blender artist, did for this
impressive render with Indigo:
http://enricocerica.cgsociety.org/gallery/578040/
http://features-temp.cgsociety.org/gallerycrits/208213/208213_1199047047_large.jpg

11 hours on a core 2 duo plus 2D noise reduction...

his also famous for his impressive yafray renders:
http://yafray.org/sec/8/common/show_img.php?file=177_EnricoCerica.jpg
http://yafray.org/sec/8/common/show_img.php?file=159_Enrico_Cerica.jpg
http://yafray.org/sec/8/common/show_img.php?file=161_Enrico_Cerica.jpg
http://yafray.org/sec/8/common/show_img.php?file=168_EnricoCerica.jpg
http://yafray.org/sec/8/common/show_img.php?file=144_EnricoCerica.jpg

> Maybe, this is a way to come closer to
> photographic results: The first dots have to be bigger and getting smaller in
> time. (just an idea..)

yay!  kinda like radiosity pretrace steps with smaller and smaller mosaic
previews? :)


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From: fidos
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 15:15:00
Message: <web.47ab665adcec6a9f311a53270@news.povray.org>
Thank you all for the positive reply to this thread.

I'm now thinking to the implementation of a portal like feature (the target is
for the user to guide the flow of ray shooting in order to reduce quickly the
noise). It should cut the rendering time.

Regrads,
Fidos.


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From: binarycortex
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 17:30:00
Message: <web.47ab85fcdcec6a9fdddf88110@news.povray.org>
"fidos" <fid### [at] wanadoofr> wrote:
> Thank you all for the positive reply to this thread.
>
> I'm now thinking to the implementation of a portal like feature (the target is
> for the user to guide the flow of ray shooting in order to reduce quickly the
> noise). It should cut the rendering time.
>
> Regrads,
> Fidos.

All of these renders you are doing are fantastic. Would it be possible to get a
windows binary from you to play with. I have a chess set that I created and I
would love to see it using this, even if it takes a few days of rendering. :)

p.s. Attached is a sample of my chess set. By the way, does anyone know how I
get it included as a sample in the next version of POV-Ray. :D

Thanks,
Ian


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From: nemesis
Subject: Re: Motecarlo path tracing with MegaPov 1.2.1
Date: 7 Feb 2008 17:50:00
Message: <web.47ab8ae2dcec6a9f5b359dfa0@news.povray.org>
"binarycortex" <bin### [at] gmailcom> wrote:
> All of these renders you are doing are fantastic.

a render is only as fantastic as the scene it depicts...

> Would it be possible to get a
> windows binary from you to play with. I have a chess set that I created and I
> would love to see it using this, even if it takes a few days of rendering. :)

why not first play with light_source fade_power, light_source area_light and
radiosity?  as well as camera aperture?

> p.s. Attached is a sample of my chess set. By the way, does anyone know how I
> get it included as a sample in the next version of POV-Ray. :D

I think there is already a chess set in the examples.  It's one of the first
things every povray geek does after the RSOCP... ;)


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