POV-Ray : Newsgroups : povray.binaries.images : Playing with Photons Server Time
2 Aug 2024 00:12:21 EDT (-0400)
  Playing with Photons (Message 11 to 20 of 32)  
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From: Thomas de Groot
Subject: Re: Playing with Photons
Date: 20 Mar 2008 10:01:28
Message: <47e27c48$1@news.povray.org>
It seems that: radiosity + photons - media = no artifacts.

I used more detailed radiosity settings and turned normal to off.:

global_settings {
  assumed_gamma 1.0
  #if (RadiosityOk = on)
    radiosity {
      pretrace_start 0.1
      pretrace_end   0.0025
      count 500
      error_bound 0.5
      nearest_count 8
      recursion_limit 1
      brightness .8
      normal off
    }
  #end
  #if (Photons)      // global photon block
    photons {
      spacing 0.03   // specify the density of photons
    }

  #end
}

Does this mean that media needs more precise settings in conjunction with 
the photons?

Thomas


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From: Alain
Subject: Re: Playing with Photons
Date: 20 Mar 2008 13:20:38
Message: <47e2aaf6$1@news.povray.org>
Kirk Andrews nous apporta ses lumieres en ce 2008/03/19 17:28:

There is a problem with that media.
> 
> #if (MediaOk = on)
> sphere {0,500
>   hollow
>   pigment {rgbt 1}
>   interior {
>     media {    // atmospheric media sample
>       intervals 4
This should stay at 1. With sampling method 3 (default) lager values can cause 
artefacts. It's also much faster.

>       scattering { 1, rgb 0.01 }
>       samples 1, 10
Not enough samples, must be at least 3. The value after the comma is always 
ignored. This is beter:

samples 10
// samples 100 would be about as fast as your settings, for a beter quality.

>       confidence 0.9999
>       variance 1/1000
>       ratio 0.9
>       density {
>         planar
>         //poly_wave 1/4
>         scale 10
>         translate -5*y
>         turbulence .2
>       }
>     }
>   }
>   photons {collect off pass_through}
> }
> #end
> 
> 
The documentation text is about the former default of method 1. Greatly missleading.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you prefer bald romatic partners, 
because they're easier to model.
John VanSickle


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From: Kirk Andrews
Subject: Re: Playing with Photons
Date: 20 Mar 2008 16:25:01
Message: <web.47e2d5cef97379da5d4a01d0@news.povray.org>
Thanks Alain.

You know, I hadn't been messing with media for a long time because I had become
frustrated with it.  But back before I quit using it, I think you had told me
the same thing.  :)

I'll try this again and post it when I get the chance.


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From: Kenneth
Subject: Re: Playing with Photons
Date: 22 Mar 2008 01:20:01
Message: <web.47e4a34cf97379d78dcad930@news.povray.org>
I ran some test images, to see what might be going on.

Running your code the first time, POV's messages returned an isosurface
max_gradient of 57(!). So I upped it to 60, just to add a little bit of
"headroom." I also added global{max_trace_level 25}, as the "water box" light
reflections were going way past your default value of 5.

Once that was done, I ran the basic scene with radiosity, but no media or
photons--just to make sure that the isosurface was solid. (I upped the
radiosity brightness to 3.5, to show better detail.) Here's the result--quite
nice, just by itself!!  I feel like I'm actually standing there
within the sandstone chasm. You've done a really nice job with
the isosurface, the texture and the lighting.

So far, no problems (as you mentioned.)

I'll post another image, using photons only.

Ken W.


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Attachments:
Download 'newsgroup_rad_scene_1.jpg' (102 KB)

Preview of image 'newsgroup_rad_scene_1.jpg'
newsgroup_rad_scene_1.jpg


 

From: Kenneth
Subject: Re: Playing with Photons
Date: 22 Mar 2008 01:50:01
Message: <web.47e4aa2cf97379d78dcad930@news.povray.org>
Here's a render using just photons, no radiosity or media. The rest of the
values are the same as in my previous image post--except that I changed the
reflection of your "water box" to reflection{1.6} to brighten up the sandstone
walls, to see the detail there.

Some strange things are going on!

Those multiple, ragged dark patches *could* be the main reason for the problem
you're having, although I'm not absolutely sure of that. Looks like the photons
aren't hitting certain areas(?). I would try and concentrate on getting the
photon coverage worked out, before pointing the finger at media
or radiosity.

I tried monkeying around with photon spacing, but that didn't help. You might
want to try a different photon scheme, using count rather than spacing.

I'll continue working on this photon problem--it's a nice challenge! I'd like to
see this overall problem *solved*, as I have a similar scene of my own in
the planning stages.

Ken W.


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Attachments:
Download 'newsgroup_rad_scene_2.jpg' (219 KB)

Preview of image 'newsgroup_rad_scene_2.jpg'
newsgroup_rad_scene_2.jpg


 

From: Kenneth
Subject: Re: Playing with Photons
Date: 22 Mar 2008 02:20:00
Message: <web.47e4b2b4f97379d78dcad930@news.povray.org>
"Kenneth" <kdw### [at] earthlinknet> wrote:
> ...The rest of the
> values are the same as in my previous image post--except that I changed the
> reflection of your "water box" to reflection{1.6}...

Oops, that's incorrect; I didn't alter the reflection. Instead, as the image
itself says, I changed the terrain isosurface's finish to diffuse 2.5 ambient
0,  to brighten up the walls.

KW


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From: Alain
Subject: Re: Playing with Photons
Date: 22 Mar 2008 10:27:08
Message: <47e5254c$1@news.povray.org>
Kenneth nous apporta ses lumieres en ce 2008/03/22 02:46:
> Here's a render using just photons, no radiosity or media. The rest of the
> values are the same as in my previous image post--except that I changed the
> reflection of your "water box" to reflection{1.6} to brighten up the sandstone
> walls, to see the detail there.
> 
> Some strange things are going on!
> 
> Those multiple, ragged dark patches *could* be the main reason for the problem
> you're having, although I'm not absolutely sure of that. Looks like the photons
> aren't hitting certain areas(?). I would try and concentrate on getting the
> photon coverage worked out, before pointing the finger at media
> or radiosity.
> 
> I tried monkeying around with photon spacing, but that didn't help. You might
> want to try a different photon scheme, using count rather than spacing.
> 
> I'll continue working on this photon problem--it's a nice challenge! I'd like to
> see this overall problem *solved*, as I have a similar scene of my own in
> the planning stages.
> 
> Ken W.
> 
> 
> 
> 
> 
> ------------------------------------------------------------------------
> 
The ragged patches seems to be a result of the normal in the rock's texture.
Here's the relevant statement:
   normal {crackle turbulence .5 scale <.2,.05,.2>*2 }

The photons react much more to the normals than the radiosity, even with normals on.


-- 
Alain
-------------------------------------------------
WARNING: The consumption of alcohol may cause you to think you can sing.


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From: Kirk Andrews
Subject: Re: Playing with Photons
Date: 22 Mar 2008 12:50:00
Message: <web.47e545f0f97379d5bd27ba40@news.povray.org>
> The photons react much more to the normals than the radiosity, even with normals on.
>
>
> --
> Alain


Here's a render with everything on, but no normals on the terrain.  I also
increased the max_gradient to 60.


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Attachments:
Download 'pillarcanyonc.png' (443 KB)

Preview of image 'pillarcanyonc.png'
pillarcanyonc.png


 

From: Nicolas Alvarez
Subject: Re: Playing with Photons
Date: 24 Mar 2008 16:45:10
Message: <47e820e6$1@news.povray.org>
Alain escribió:
> The documentation text is about the former default of method 1. Greatly 
> missleading.
> 

Post in povray.documentation.inbuilt about it.


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From: Mike Sobers
Subject: Re: Playing with Photons
Date: 24 Mar 2008 18:55:01
Message: <web.47e83eaaf97379de22cf3300@news.povray.org>
Alain <ele### [at] netscapenet> wrote:

> He clearly say the the effect *ONLY* apears when using *BOTH* radiosity AND photons.
> NO effect using only radiosity.
> NO effect using only photons.


Here's one without photons, media, or radiosity.  Is there a problem with the
isosurface?

Mike


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Attachments:
Download 'canyon_none.png' (81 KB)

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canyon_none.png


 

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