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nemesis escreveu:
> BTW, Alain once gave me a tip I never forget: a properly set
> adc_bailout in the global_settings is awesome for performance of
> refractions and reflections. Drop the fog and use it.
>
> forget it, I'll take your scene for a spin tonight on my Q6600 if you
> don't mind... :)
BTW, I added adc_bailout 0.03 to global_settings and the radiosity and
photon blocks. I also lowered photon distance to 0.05 since the
adaptive control is in charge. I got rid of the fog. Then rendered
with same resolution and it took 2 hours and 49 minutes on the Q6600, so
I guess it'd render at about some 12 hours in your P4.
I didn't post it though because it's still not same quality as your
effort. The caustics are still not that well defined. I'll try again
tonight with 0.02 for photon mapping. We'll see...
also had to find another wood table texture. Found one at a fairly
large resolution... and only after rendering I noticed it comes with a
watermark in small letters right close to the center! Perfect marketing
for large renders... :D
--
a game sig: http://tinyurl.com/d3rxz9
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nemesis <nam### [at] gmail com> wrote:
> nemesis escreveu:
> > BTW, Alain once gave me a tip I never forget: a properly set
> > adc_bailout in the global_settings is awesome for performance of
> > refractions and reflections. Drop the fog and use it.
> >
> > forget it, I'll take your scene for a spin tonight on my Q6600 if you
> > don't mind... :)
>
> BTW, I added adc_bailout 0.03 to global_settings and the radiosity and
> photon blocks. I also lowered photon distance to 0.05 since the
> adaptive control is in charge. I got rid of the fog. Then rendered
> with same resolution and it took 2 hours and 49 minutes on the Q6600, so
> I guess it'd render at about some 12 hours in your P4.
>
> I didn't post it though because it's still not same quality as your
> effort. The caustics are still not that well defined. I'll try again
> tonight with 0.02 for photon mapping. We'll see...
>
> also had to find another wood table texture. Found one at a fairly
> large resolution... and only after rendering I noticed it comes with a
> watermark in small letters right close to the center! Perfect marketing
> for large renders... :D
>
> --
> a game sig: http://tinyurl.com/d3rxz9
I uploaded the original textures for you:
http://www.raytracer.hu/temp/wood_texture.zip
When order I put the source code to readable, maybe i delete one character...
the original photon spacing is 0,025.
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Gaf escreveu:
> I uploaded the original textures for you:
> http://www.raytracer.hu/temp/wood_texture.zip
hey, thanks!
> When order I put the source code to readable, maybe i delete one character...
> the original photon spacing is 0,025.
oh, that's what I'll use then! Perhaps I'll leave adc_bailout at 0.03
then... :)
--
a game sig: http://tinyurl.com/d3rxz9
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nemesis <nam### [at] gmail com> wrote:
> Gaf escreveu:
> > I uploaded the original textures for you:
> > http://www.raytracer.hu/temp/wood_texture.zip
>
> hey, thanks!
>
> > When order I put the source code to readable, maybe i delete one character...
> > the original photon spacing is 0,025.
>
> oh, that's what I'll use then! Perhaps I'll leave adc_bailout at 0.03
> then... :)
>
> --
> a game sig: http://tinyurl.com/d3rxz9
well, here you go. photon spacing set to 0.025 and adc_bailout for everything
set to 0.05. Same resolution, render time: 1 hour and 56 minutes.
Notable differences being a lack of front reflection caustic in the ground near
the light source and those two black strips in the cup rather than refracted
wood floor... perhaps should've bumped max_trace_level to compensate for
adc_bailout? who knows? Maybe next time... ;)
BTW, had to adjust some contrast in the Gimp because povray 3.7 beta 33 gave way
too bright radiosity...
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Attachments:
Download 'gaf-caustic2.jpg' (129 KB)
Preview of image 'gaf-caustic2.jpg'
![gaf-caustic2.jpg](/povray.binaries.images/attachment/%3Cweb.4ae1439cb3eb0601e4fc19be0%40news.povray.org%3E/gaf-caustic2.jpg?preview=1)
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nemesis schrieb:
> BTW, had to adjust some contrast in the Gimp because povray 3.7 beta 33 gave way
> too bright radiosity...
Sure it was radiosity and not gamma?
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clipka escreveu:
> nemesis schrieb:
>
>> BTW, had to adjust some contrast in the Gimp because povray 3.7 beta
>> 33 gave way
>> too bright radiosity...
>
> Sure it was radiosity and not gamma?
I didn't alter any gamma in his scene. Perhaps he adjusted contrast too
in post-processing?
--
a game sig: http://tinyurl.com/d3rxz9
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nemesis <nam### [at] gmail com> wrote:
> clipka escreveu:
> > nemesis schrieb:
> >
> >> BTW, had to adjust some contrast in the Gimp because povray 3.7 beta
> >> 33 gave way
> >> too bright radiosity...
> >
> > Sure it was radiosity and not gamma?
>
> I didn't alter any gamma in his scene. Perhaps he adjusted contrast too
> in post-processing?
>
> --
> a game sig: http://tinyurl.com/d3rxz9
The solution is the quickres.ini, and this two lines:
Display_Gamma=1
File_Gamma=1
For example the 1024x768 resolution with AA:
[1024x768, AA 0.3]
Width=1024
Height=768
Antialias=On
Antialias_Threshold=0.3
Display_Gamma=1
File_Gamma=1
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Gaf escreveu:
> nemesis <nam### [at] gmail com> wrote:
>> clipka escreveu:
>>> nemesis schrieb:
>>>
>>>> BTW, had to adjust some contrast in the Gimp because povray 3.7 beta
>>>> 33 gave way
>>>> too bright radiosity...
>>> Sure it was radiosity and not gamma?
>> I didn't alter any gamma in his scene. Perhaps he adjusted contrast too
>> in post-processing?
>>
>> --
>> a game sig: http://tinyurl.com/d3rxz9
>
> The solution is the quickres.ini, and this two lines:
>
> Display_Gamma=1
> File_Gamma=1
>
> For example the 1024x768 resolution with AA:
>
> [1024x768, AA 0.3]
> Width=1024
> Height=768
> Antialias=On
> Antialias_Threshold=0.3
> Display_Gamma=1
> File_Gamma=1
BTW, AA is useless here because it's using focal blur. :)
--
a game sig: http://tinyurl.com/d3rxz9
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Gaf schrieb:
> The solution is the quickres.ini, and this two lines:
>
> Display_Gamma=1
> File_Gamma=1
Yuck - that's sick :-)
(No, really - I expect the next beta to have proper input file gamma
handling, and then Display_Gamma=2.2 and File_Gamma=2.2 can finally be
recommended without constraints. Until then, best recommendation is to
use DG=2.2 and FG=2.2, and work around the input file gamma issues by
converting input files to 16-bit PNG.)
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BTW, the real problem with this image - regarding illumination - is
actually the sky_sphere gradient, changing from 0.0 at the horizon to
1.0 at the "zenith", which is pretty unrealistic.
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