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2 Aug 2024 02:19:28 EDT (-0400)
  Playing with Photons (Message 13 to 22 of 32)  
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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:
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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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Preview of image 'canyon_none.png'
canyon_none.png


 

From: Mike Sobers
Subject: Re: Playing with Photons
Date: 24 Mar 2008 19:00:00
Message: <web.47e84046f97379de22cf3300@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.

And here's one the same (no photons, no radiosity, no media) with max_gradient
dropped to 10 (as opposed to 60 previously).   The maximum gradient reported
was 52.950. The problem is worse with lower max_gradient, but appears to be of
similar form.  Shouldn't setting max_gradient higher than the maximum gradient
of the function fix the problem?

Mike


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Attachments:
Download 'canyon_none2.png' (91 KB)

Preview of image 'canyon_none2.png'
canyon_none2.png


 

From: Thomas de Groot
Subject: Re: Playing with Photons
Date: 25 Mar 2008 03:11:53
Message: <47e8b3c9$1@news.povray.org>
"Mike Sobers" <sob### [at] mindspringcom> schreef in bericht 
news:web.47e84046f97379de22cf3300@news.povray.org...
>
> And here's one the same (no photons, no radiosity, no media) with 
> max_gradient
> dropped to 10 (as opposed to 60 previously).   The maximum gradient 
> reported
> was 52.950. The problem is worse with lower max_gradient, but appears to 
> be of
> similar form.  Shouldn't setting max_gradient higher than the maximum 
> gradient
> of the function fix the problem?
>
With max_gradient 100 the artefacts disappear completely. Now, the minimum 
max_gradient should be easily found (somewhere between 60 and 100).

Thomas


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