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"clipka" <ano### [at] anonymous org> wrote in message
news:4be20b8a$1@news.povray.org...
> Am 06.05.2010 01:11, schrieb Dre:
>>> Hey, thanks! This has been a really fun project. The scene is almost
>>> done
>>> after
>>> over five months of work. I guess I'm pretty slow. There's just a little
>>> more
>>> texturing to do and some work on the body of the grenade, then as soon
>>> as
>>> the
>>> radiosity feature in version 3.7 is fully operational I can render the
>>> final.
>>> I'm pretty sure now I'll use the M61 grenade body instead of the Mk2.
>>> Although
>>> the Mk2 would be fun to model for some other scene.
>>
>> I'm sure I'm not the only one that is incredibly keen to see the final
>> image
>> :)
>>
>> So hurry up with 3.7 so we can all see it!!!
>
> Hey, the radiosity feature /is/ fully operational in the current 3.7 betas
> for quite some months already (except if Dave needs to use the
> abort/continue feature)...
Sweet, did you hear that Dave, hurry up! :) (joking times a thousand :)
Cheers Dre
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From: Thomas de Groot
Subject: Re: A little progress on the hand grenade
Date: 6 May 2010 03:59:09
Message: <4be276cd@news.povray.org>
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"clipka" <ano### [at] anonymous org> schreef in bericht
news:4be20b8a$1@news.povray.org...
(except if Dave needs to use the
> abort/continue feature)...
Why? I have been using that feature all the time on one single (slow) scene
that has been rendering now for some 80 or more cumulated hours (almost
done) over the last month and a half, and that works fine as far as I can
judge, even across three beta versions now.
Thomas
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Am 06.05.2010 09:59, schrieb Thomas de Groot:
> "clipka"<ano### [at] anonymous org> schreef in bericht
> news:4be20b8a$1@news.povray.org...
> (except if Dave needs to use the
>> abort/continue feature)...
>
> Why? I have been using that feature all the time on one single (slow) scene
> that has been rendering now for some 80 or more cumulated hours (almost
> done) over the last month and a half, and that works fine as far as I can
> judge, even across three beta versions now.
Even with radiosity?
Are you sure it is re-using previously computed radiosity samples?
Did you manually specify the "Radiosity_File_Name" ini file option?
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"clipka" <ano### [at] anonymous org> schreef in bericht
news:4be289a0$1@news.povray.org...
>
> Even with radiosity?
>
> Are you sure it is re-using previously computed radiosity samples?
>
> Did you manually specify the "Radiosity_File_Name" ini file option?
Using radiosity, yes, but indeed, I did not save radiosity samples in the
first place. It has just been abort/continue the render, slowly increasing
the image over time. I was misguided by your use of abort/continue where
abviously you also meant save/read in addition :-)
Thomas
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"Dre" <and### [at] gmail com> wrote:
> I'm sure I'm not the only one that is incredibly keen to see the final image
> :)
>
> So hurry up with 3.7 so we can all see it!!!
>
> Cheers Dre
I'm glad to hear that! Thanks for the encouragement!
Regards,
Dave Blandston
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clipka <ano### [at] anonymous org> wrote:
> Am 06.05.2010 01:11, schrieb Dre:
> Hey, the radiosity feature /is/ fully operational in the current 3.7
> betas for quite some months already (except if Dave needs to use the
> abort/continue feature)...
Uh-oh, that means I've done something wrong again... There are two objects that
I have to comment out to render the whole scene with radiosity activated, or
else the radiosity pre-trace steps seem to go on forever. Version 3.62 will
render the scene without problems, so I assumed the radiosity feature wasn't
quite implemented yet in version 3.7. Thanks for the tip!
Regards,
Dave Blandston
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Am 09.05.2010 18:22, schrieb Dave Blandston:
> Uh-oh, that means I've done something wrong again... There are two objects that
> I have to comment out to render the whole scene with radiosity activated, or
> else the radiosity pre-trace steps seem to go on forever. Version 3.62 will
> render the scene without problems, so I assumed the radiosity feature wasn't
> quite implemented yet in version 3.7. Thanks for the tip!
I'd be interested in details, because that shouldn't happen, so maybe
there's still some problem in certain situations.
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clipka <ano### [at] anonymous org> wrote:
> I'd be interested in details, because that shouldn't happen, so maybe
> there's still some problem in certain situations.
Here's a complete but simple scene demonstrating the situation. Version 3.7 will
eventually render the scene, but when the object is used in a more complex scene
the radiosity step goes on seemingly forever. There is one more object I've come
across that causes the same phenomenon, which I can post as well if you wish.
Regards,
Dave Blandston
------------------
//Version 3.7 Beta 37a takes 24 minutes 55 seconds to render at 512 x 384 +am2
+r3.
//Version 3.62 takes 6 minutes 31 seconds to render with the same settings.
//Measured on a computer with four processors.
global_settings {
radiosity {
count 300
error_bound .02
pretrace_start .08
pretrace_end .004
recursion_limit 2
normal on
} //radiosity
} //global_settings
#include "colors.inc"
camera {
location <0, 0, -3>
direction <0, 0, 4/3>
look_at <0, 0, 0>
} //camera
#local Dome = object {
difference {
sphere {0, 20001}
sphere {0, 20000}
} //difference
texture {
pigment {
gradient z
color_map {
[0, 1 color White * 1.8 color White * .6]
} //color_map
} //pigment
finish {ambient 1 diffuse 0}
scale <1, 1, 20000>
} //texture
no_reflection
} //object
object {Dome}
plane {z, 4 inverse texture {pigment {color rgb <213, 250, 81> / 255 * .6}}}
#local RingDiameter = 1 + 5/32;
#local RingWireRadius = 3/64;
#local Ring = object {
#local NDegrees = 360 + 180;
#local DeltaTheta = 15;
#local NPoints = NDegrees / DeltaTheta + 3;
#local DeltaZ = RingWireRadius / (360 / DeltaTheta) * 2;
sphere_sweep {
b_spline
NPoints
#local Theta = -DeltaTheta;
#local CurZ = -DeltaZ;
#local I = 0;
#while (I < NPoints)
<RingDiameter / 2 * cos (radians (Theta)), RingDiameter / 2 * sin
(radians (Theta)), CurZ>, RingWireRadius
#local Theta = Theta + DeltaTheta;
#local CurZ = CurZ + DeltaZ;
#local I = I + 1;
#end //#while
} //sphere_sweep
texture {pigment {color Yellow}}
} //object
object {Ring}
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Am 10.05.2010 12:31, schrieb Dave Blandston:
> Here's a complete but simple scene demonstrating the situation. Version 3.7 will
> eventually render the scene, but when the object is used in a more complex scene
> the radiosity step goes on seemingly forever. There is one more object I've come
> across that causes the same phenomenon, which I can post as well if you wish.
Hm... is the other a sphere_sweep object as well?
At present I'm pretty much inclined to think that this is not an issue
of radiosity /per se/, but rather a general performance issue with 3.7's
implementation of sphere sweeps, which is only emphasized by the numer
of rays shot for radiosity.
As far as this particular object goes, I suggest you try using a set of
half-tori instead of the sphere_sweep.
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clipka <ano### [at] anonymous org> wrote:
> Hm... is the other a sphere_sweep object as well?
>
> At present I'm pretty much inclined to think that this is not an issue
> of radiosity /per se/, but rather a general performance issue with 3.7's
> implementation of sphere sweeps, which is only emphasized by the numer
> of rays shot for radiosity.
>
> As far as this particular object goes, I suggest you try using a set of
> half-tori instead of the sphere_sweep.
The other object is a little harder to pin down - it's a union of several boxes
and a couple intersections (with bounded_by containers) comprising the Metallica
logo. It's very low-tech CSG originally made with POV-Ray version 1, but it has
bevelled edges and reflection. Depending on what other objects I include in the
scene, render times vary quite a bit when using radiosity. I'm trying to narrow
the problem down more...
Thanks for the advice regarding the sphere_sweep!
Regards,
Dave Blandston
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