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I'm working on a new version (0.95?) of the DF3 proximity pattern macros.
The main thing I'm doing is trying to make everything automatic, so a user
doesn't have to do much more than:
/* Only need to generate the DF3 Pattern the very first time */
#if( generate_df3 = true )
//Proximity_SetMeshMode( mesh_mode )
Proximity_GenerateMap( obj, object_name )
#end
/* Load the DF3 Proximity Pattern */
//Proximity_SetPatternSmoothingMode( true )
#declare df3_pattern = Proximity_LoadMap( obj, object_name )
and everything just works. The macros take care of finding a reasonably tight
bounding box, the number of voxels to use in the three dimensions, what
blurring values to use on load, etc.
You should get a good render with the default setting, and then you can tweak
them if you want to - starting from a scene where it should be working pretty
well initially.
I'm saving the "object_name.df3" file and also a "object_name.prox" file that
contains the parameters the macros need for loading.
And here is another test render, this time with both the pigment and normals
being driven by the proximity pattern (and some noise).
Umm, there also seem to be some rendering artefacts that I think are to do with
turning normals on in radiosity under the latest 3.7 beta.
Cheers,
Edouard.
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Attachments:
Download 'df3-prox-with-normals.jpg' (91 KB)
Preview of image 'df3-prox-with-normals.jpg'
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Edouard schrieb:
>
> Umm, there also seem to be some rendering artefacts that I think are to do with
> turning normals on in radiosity under the latest 3.7 beta.
Can you be more specific?
What I do see are two horizontal lines which are quite definitely
radiosity artifacts indeed, but those are not particularly related to
turning on normals. They are a general result of samples being taken
during the final render, which are just more prone to appear when
normals are turned on, for the simple reason that it requires a higher
sample density.
Make sure you have always_sample off, low_error_factor set to something
like 0.5, and reduce the pretrace_end value.
The radiosity statistics may give you a hint how good your pretrace
settings are. I recommend making sure that no more than half the total
number of samples is taken during the main render.
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"Edouard" <pov### [at] edouardinfo> wrote:
> Umm, there also seem to be some rendering artefacts that I think are to do with
> turning normals on in radiosity under the latest 3.7 beta.
>
> Cheers,
> Edouard.
I can see some blocks in the middle of the fractal, would you mind posting the
radiosity portion of the scene?
-Reactor
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clipka <ano### [at] anonymousorg> wrote:
> Edouard schrieb:
> >
> > Umm, there also seem to be some rendering artefacts that I think are to do with
> > turning normals on in radiosity under the latest 3.7 beta.
>
> Can you be more specific?
>
> What I do see are two horizontal lines which are quite definitely
> radiosity artifacts indeed, but those are not particularly related to
> turning on normals. They are a general result of samples being taken
> during the final render, which are just more prone to appear when
> normals are turned on, for the simple reason that it requires a higher
> sample density.
Ahh, I didn't know that - I hadn't seen that kind of artefact before.
My settings were:
radiosity {
pretrace_start 0.08
pretrace_end 0.005
count 20 * radiosity_quality
nearest_count 5
error_bound 1
recursion_limit 2
low_error_factor 0.5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
}
where radiosity_quality was 2.
always_sample off seemed to fix it, but I have to admit that I still find the
exact behaviour of many of the radiosity parameters a bit of a mystery.
> The radiosity statistics may give you a hint how good your pretrace
> settings are. I recommend making sure that no more than half the total
> number of samples is taken during the main render.
Ahh, OK - what am I looking for in the stats?
Cheers,
Edouard.
Post a reply to this message
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Edouard schrieb:
> Ahh, I didn't know that - I hadn't seen that kind of artefact before.
They seem to rarely look like this; usually they're more prominent near
edges where sample density is particularly high, and then accumulate
there to give the whole area a distinctively jagged noisy look. It is
probably only when the sample density is low (due to comparatively flat
geometry and/or a high error_bound) yet at the same time pretrace is
insufficient for some reason (e.g. due to some sparse geometric or
fake-geometric features, or always_sample set to "on") that they exhibit
this particular look.
> always_sample off seemed to fix it, but I have to admit that I still find the
> exact behaviour of many of the radiosity parameters a bit of a mystery.
This does not really come as a surprise to me :-)
I still intend to get rid of at least /two/ of the parameters:
nearest_count, which is partially redundant with low_error_factor when
used with always_sample off, and always_sample which I find no reason
whatsoever to set this to anything other than "off" (with the default
value unfortunately being "on"), but work has stalled a bit on this.
Unfortunately, all the other parameters appear to be essential (or would
need to be replaced with other ways of parameterizing the same thing).
There are even some hard-coded parameters in the algorithm, a few of
which I'm not perfectly happy hiding them from the user.
>> The radiosity statistics may give you a hint how good your pretrace
>> settings are. I recommend making sure that no more than half the total
>> number of samples is taken during the main render.
>
> Ahh, OK - what am I looking for in the stats?
There should be a section like this:
--------------------------------------------------------------------------
Pass Depth 0 Depth 1 Depth 2 Total
--------------------------------------------------------------------------
1 81 73 5 159
2 156 36 - 192
Final 256 4 - 260
--------------------------------------------------------------------------
Total 493 113 5 611
Weight 0.362 0.212 0.087
--------------------------------------------------------------------------
In this example, 81 samples were taken during first pretrace step, 156
during the second, and another 256 samples were taken during the final
render (at recursion depth 0; the other depths are not a problem as they
cannot cause visible artifacts), so that 256 of 493 samples are taken
during final render. This is a pretty ok ratio.
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From: Jörg 'Yadgar' Bleimann
Subject: Re: DF3 Proximity Pattern - working on a new version
Date: 9 Sep 2009 09:32:22
Message: <4aa7ae66@news.povray.org>
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High!
A question for convenience: are you identical with Edouard Poor? As I
keep track of p.b.i. since 2000 and built a private archive of images
posted here, almost 1,300 "artist folders" containing about 17,000
images have accumulated since then on my "POV Gallery" DVD, and it would
be handy to merge mistakenly created folders of identical POV artists...
See you in Khyberspace!
Yadgar
Now playing: Wishing (Asia)
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=?ISO-8859-1?Q?J=F6rg_=27Yadgar=27_Bleimann?= <yaz### [at] gmxde> wrote:
> keep track of p.b.i. since 2000 and built a private archive of images
> posted here, almost 1,300 "artist folders" containing about 17,000
> images have accumulated since then on my "POV Gallery" DVD
Wow, that's quite a collection. It would make a great slideshow. Do you keep all
posted images, or just "finished" ones? (for any given definition of
"finished"!)
Post a reply to this message
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Among other things, clipka saw fit to write:
> There should be a section like this:
>
> --------------------------------------------------------------------------
> Pass Depth 0 Depth 1 Depth 2 Total
> --------------------------------------------------------------------------
> 1 81 73 5 159
> 2 156 36 - 192
> Final 256 4 - 260
> --------------------------------------------------------------------------
> Total 493 113 5 611
> Weight 0.362 0.212 0.087
> --------------------------------------------------------------------------
>
> In this example, 81 samples were taken during first pretrace step, 156
> during the second, and another 256 samples were taken during the final
> render (at recursion depth 0; the other depths are not a problem as they
> cannot cause visible artifacts), so that 256 of 493 samples are taken
> during final render. This is a pretty ok ratio.
Would it make sense to print this ratio explicitly in the output, so that
the user can refer to its value?
--
light_source{9+9*x,1}camera{orthographic look_at(1-y)/4angle 30location
9/4-z*4}light_source{-9*z,1}union{box{.9-z.1+x clipped_by{plane{2+y-4*x
0}}}box{z-y-.1.1+z}box{-.1.1+x}box{.1z-.1}pigment{rgb<.8.2,1>}}//Jellby
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From: clipka
Subject: Re: DF3 Proximity Pattern - working on a new version
Date: 9 Sep 2009 13:24:53
Message: <4aa7e4e5@news.povray.org>
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Jellby schrieb:
> Would it make sense to print this ratio explicitly in the output, so that
> the user can refer to its value?
While writing that post I thought about that, too. Should be no problem
actually. Maybe even print an outright warning if that ratio is found to
have exceeded 50% during the render.
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From: Thomas de Groot
Subject: Re: DF3 Proximity Pattern - working on a new version
Date: 10 Sep 2009 07:41:47
Message: <4aa8e5fb$1@news.povray.org>
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"clipka" <ano### [at] anonymousorg> schreef in bericht
news:4aa7e4e5@news.povray.org...
> Jellby schrieb:
>> Would it make sense to print this ratio explicitly in the output, so that
>> the user can refer to its value?
>
> While writing that post I thought about that, too. Should be no problem
> actually. Maybe even print an outright warning if that ratio is found to
> have exceeded 50% during the render.
Yes, please??? :-)
Thomas
Post a reply to this message
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