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From: jhu
Subject: Re: More polyhedra
Date: 25 Jun 2009 00:50:05
Message: <web.4a430198d12045c48f9faa460@news.povray.org>
Is that wall an image_map or bump_map or something else?

Christian Froeschlin <chr### [at] chrfrde> wrote:
> Bill Pragnell wrote:
> > Bit quiet on p.b.i. at the moment, so here's some shiny things.
>
> Sweet! What's the max_trace_level?
>
> > These are the Platonic, Archimedean and Catalan solids. How many can you name
> > without resorting to wikipedia or wolfram? :-)
>
> Hmm let's see, tetrahedron, cube, um, ... oh well ;)


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From: Bill Pragnell
Subject: Re: More polyhedra
Date: 25 Jun 2009 04:10:00
Message: <web.4a43303ad12045c46dd25f0b0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> The photon mapping works quite well with those objects.

Beautifully. Although with count=7e7 and 31 targets, the photon gathering stage
took well over an hour!


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From: Bill Pragnell
Subject: Re: More polyhedra
Date: 25 Jun 2009 04:15:00
Message: <web.4a433151d12045c46dd25f0b0@news.povray.org>
Christian Froeschlin <chr### [at] chrfrde> wrote:
> Sweet! What's the max_trace_level?

I left it at the default. I'm sure raising it would make some sort of
difference, but it looked fine so I didn't worry.

> > These are the Platonic, Archimedean and Catalan solids. How many can you name
> > without resorting to wikipedia or wolfram? :-)
> Hmm let's see, tetrahedron, cube, um, ... oh well ;)

Hehe. Before now, I could have named the platonics and probably half the
archimedeans (although I wouldn't have known they were archimedeans). I still
can't remember any of the catalans. They're all triakis-this and
rhombic-that... :)


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From: Bill Pragnell
Subject: Re: More polyhedra
Date: 25 Jun 2009 04:20:00
Message: <web.4a43322dd12045c46dd25f0b0@news.povray.org>
"jhu" <nomail@nomail> wrote:
> Is that wall an image_map or bump_map or something else?

Funny, I thought of it as a floor... it's an isosurface. If you look closely,
you can see relief detail illuminated purely by the caustics.


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From: Warp
Subject: Re: More polyhedra
Date: 25 Jun 2009 06:47:52
Message: <4a4355d8$1@news.povray.org>
Bill Pragnell wrote:
> "jhu" <nomail@nomail> wrote:
>> Is that wall an image_map or bump_map or something else?
> 
> Funny, I thought of it as a floor... it's an isosurface.

  I think a simple plane with a proper normal block would have resulted
in a practically identical image but much faster.


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From: Bill Pragnell
Subject: Re: More polyhedra
Date: 25 Jun 2009 07:00:00
Message: <web.4a43589dd12045c46dd25f0b0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
>   I think a simple plane with a proper normal block would have resulted
> in a practically identical image but much faster.

Would the shading due to the caustics still be correct?

In any case, using an isosurface instead of a plane didn't slow it down that
much. And I just can't help thinking of normals as 'cheating' ;-)


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From: Warp
Subject: Re: More polyhedra
Date: 25 Jun 2009 07:26:28
Message: <4a435ee4$1@news.povray.org>
Bill Pragnell wrote:
> Would the shading due to the caustics still be correct?

  Why wouldn't it?

> In any case, using an isosurface instead of a plane didn't slow it down that
> much. And I just can't help thinking of normals as 'cheating' ;-)

  Everything is "cheating" in rendering. It's just smart to use the
cheats which will produce the same results faster.


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From: LightBeam
Subject: Re: More polyhedra
Date: 25 Jun 2009 07:55:21
Message: <4a4365a9$1@news.povray.org>

> Bit quiet on p.b.i. at the moment, so here's some shiny things.
> 
> These are the Platonic, Archimedean and Catalan solids. How many can you name
> without resorting to wikipedia or wolfram? :-)
> 
> 
> 
> ------------------------------------------------------------------------
> 
Really nice, as usual ;-)


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From: Bill Pragnell
Subject: Re: More polyhedra
Date: 25 Jun 2009 08:15:00
Message: <web.4a436916d12045c46dd25f0b0@news.povray.org>
Warp <war### [at] tagpovrayorg> wrote:
> Bill Pragnell wrote:
> > Would the shading due to the caustics still be correct?
>
>   Why wouldn't it?

Well, if my isosurface were more deeply ridged, there'd be shadowed areas in the
photon maps that normals wouldn't produce. But this probably isn't happening
here, I ended up with very shallow features.

Aside from that, I just assumed that the normal block wouldn't be used when
applying photon maps to surfaces. For no good reason, other than that normals
aren't used in radiosity unless specified. I can't find any mention of it in
the docs. I'll try it later, then I'll know... :)

>   Everything is "cheating" in rendering. It's just smart to use the
> cheats which will produce the same results faster.

True. At least (in general) cheating with actual geometry is a little closer to
reality. But I agree it would seem to make little or no difference in this
case.


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From: Mike Raiford
Subject: Re: More polyhedra
Date: 25 Jun 2009 10:38:32
Message: <4a438be8@news.povray.org>
Darren New wrote:
> Bill Pragnell wrote:
>> Bit quiet on p.b.i. at the moment, so here's some shiny things.
> 
> Ooooooo!  A spaaaarkly!
> 

LOL

-- 
~Mike


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