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Mike the Elder wrote:
> I, cannot, however endorse your admonition to stay away from blinds. Our very
> survival depends on window blinds. Without them, it would be curtains for
> everyone! ;-)
This panes me deeply.
This is drape. Just drape.
You shade know better.
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
Who could pollute the entire world?
-- Nausicaa
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William Tracy <wtr### [at] calpoly edu> wrote:
> This panes me deeply.
>
> This is drape. Just drape.
>
> You shade know better.
>
I see you've mustard up some puns that you think
will make you the wiener of this contest.
Although I relish the challenge, I fear you will
never ketchup.
Boast Regards,
Mike C.
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"triple_r" <rre### [at] hotmail com> schreef in bericht
news:web.47f62829fe9c4eeaae42298f0@news.povray.org...
> "Thomas de Groot" <t.d### [at] inter nlDOTnet> wrote:
>> we should need to see your radiosity settings...
>
> Sorry. Of course. Here are the settings for the high quality render:
>
> radiosity {
> normal off
> count 300
> recursion_limit 2
> error_bound 0.35
> pretrace_start 0.08
> pretrace_end 0.02
> }
>
Like Bill said, you could decrease error_bound to 0.2, but I would increase
count to 1000 at least. Also pretrace_end should be much lower for better
results.
I post below the settings I have used for an indoor scene, using 2-pass
radiosity. Maybe you could try that.
//--- start code ---
radiosity {
//saving radiosity data:
#if (RadSave)
save_file "DG1.rad"
pretrace_start 0.1 // start pretrace at this size
pretrace_end 0.0025 // end pretrace at this size
always_sample on // turn sampling in final trace off [on]
count 1000
error_bound 0.2
recursion_limit 2
//reading radiosity data:
#else
load_file "DG1.rad"
pretrace_start 1
pretrace_end 1
always_sample off // turn sampling in final trace off
[on]
count 100
error_bound 1.8
recursion_limit 1 // how much interreflections are
calculated (1..5+) [3]
#end
//common settings:
brightness 1 // brightness of radiosity effects
(0..1) [1]
nearest_count 8 // higher -> higher quality (1..10) [5]
can go up to 20. little effect on render time higher is better
adc_bailout 0.005
low_error_factor 0.8 // reduce error_bound during last
pretrace step
minimum_reuse 0.015 // reuse of old radiosity samples
[0.015]
gray_threshold 0 // increase for weakening colors (0..1)
[0]
normal off // take surface normals into account
[off]
media off // take media into account [off]
//max_sample 1.0 // maximum brightness of samples
}
//--- end code ---
good luck! And by the way, you have there a nice image/scene!
Thomas
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triple_r wrote:
> I have to confess I cheated. This is a combination of two renders.
Nice image! The sad part is that it takes just too much effort to render
it accurately - and still you get errors/can't be sure when the result
is correct. You should ask if fidos could make a reference render of it
with his path tracing Pov.
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Well, Triple, I couldn't help you with the artifacts. But I can give you
another great advise: replace the dog on the couch with a naked, very curvy
girl laying on the couch, and see full of excitement, how the stripes of
light play on her curvy back...
"triple_r" <rre### [at] hotmail com> schrieb im Newsbeitrag
news:web.47f617807305684bae42298f0@news.povray.org...
>I have to confess I cheated. This is a combination of two renders. The
>low
> quality render has fewer artifacts on the blinds because it just smoothes
> them
> over, but lots of artifacts around the ceiling. The higher quality render
> cuts
> down on artifacts around the ceiling, but causes a lot of artifacts on the
> blinds. I went all the way up to count=1600 without any improvement.
> Wherever
> there's a gap there are a lot of artifacts. Does this mean I have not
> balanced
> count and error_bound correctly, or does anyone have other ideas on how I
> might
> improve or fake the rendering quality? Either way, my tip for the day?
> Stay
> away from blinds.
>
> - Ricky
>
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triple_r wrote:
> I have to confess I cheated. This is a combination of two renders. The
> low quality render has fewer artifacts on the blinds because it just
> smoothes them
> over, but lots of artifacts around the ceiling. The higher quality render
> cuts down on artifacts around the ceiling, but causes a lot of artifacts
> on the
> blinds. I went all the way up to count=1600 without any improvement.
> Wherever
> there's a gap there are a lot of artifacts. Does this mean I have not
> balanced count and error_bound correctly, or does anyone have other ideas
> on how I might
> improve or fake the rendering quality? Either way, my tip for the day?
> Stay away from blinds.
Nice :)
Will you share the source perhaps?
There are afair patches to have over 1600 samples, and/or have them better
distributed
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=?UTF-8?B?UmFmYcWC?= Maj <no.### [at] invalid com invalid> wrote:
> Nice :)
>
> Will you share the source perhaps?
I would be glad to, but it's a little big. In the interest of time I went with
image maps and meshes rather than the purist POV way. Don't have time at the
moment, but maybe I'll scale down the images, save some lower-resolution meshes
and post it.
- Ricky
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"triple_r" <rre### [at] hotmail com> wrote:
> I have to confess I cheated. This is a combination of two renders. The low
> quality render has fewer artifacts on the blinds because it just smoothes them
> over, but lots of artifacts around the ceiling. The higher quality render cuts
> down on artifacts around the ceiling, but causes a lot of artifacts on the
> blinds. I went all the way up to count=1600 without any improvement. Wherever
> there's a gap there are a lot of artifacts. Does this mean I have not balanced
> count and error_bound correctly, or does anyone have other ideas on how I might
> improve or fake the rendering quality? Either way, my tip for the day? Stay
> away from blinds.
>
> - Ricky
You might want to consider, if you haven't done it, adding some ambient value to
the drapes and the rooms materials. I've had some success in eliminating those
artifacts without having to ramp up the radiosity quality levels to extremes.
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"fls13" <fls### [at] netzero net> wrote:
>
> You might want to consider, if you haven't done it, adding some ambient value to
> the drapes and the rooms materials. I've had some success in eliminating those
> artifacts without having to ramp up the radiosity quality levels to extremes.
Indeed there is about 0.1 or 0.15 for ambient on the blinds, if I recall. Adds
some 'translucency' too. Seems to be one of those scenes where low quality
radiosity is worth the tradeoff of fewer artifacts. Actually the best luck I
had was with the pseudo-path-tracing method (change reflection to randomly
diffuse reflection). Worked great with just a few minutes for setup, although
it sure took a while--and no textures, of course. Thanks for the suggestion.
- Ricky
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