POV-Ray : Newsgroups : povray.binaries.images : Glass balls, via bullet physics Server Time
30 Jul 2024 04:25:17 EDT (-0400)
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From: Samuel Benge
Subject: Re: Glass balls, via bullet physics
Date: 27 May 2013 13:45:00
Message: <web.51a39aa4628c53bec75db5d50@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> Well it is a bit soon for me to be using PovRay as a renderer. I want to
> be able to use Blender properly first. But you intrigued me.
> I downloaded the latest version of Blender (2.67a)
> In User Preferences > Renderer. Enable POV-Ray 3.7
> Expand the section and in Preferences (at the bottom of the section)
> Set the location of the PovRay exe.
> //..\..\..\..\..\..\Program Files\POV-Ray\v3.7 RC7\bin\pvengine64.exe
>
> Save User settings.
>
> In Blender set PovRay as the render engine and render.
>
> I got that chequerboard pattern screen then PovRay started and the scene
> rendered in PovRay. When I closed Pov the image appeared in Blender.
>
> I actually had pvengine.ini open in the PovRay editor (Windows) and this
> entry changed.
>
> [LastRender]
> SceneFile=QUICKRES
> OutputFile=c:\users\stephen\appdata\local\temp\tmpydyozc.png
> HistogramFile=
> IniOutputFile=
> CurrentDirectory=C:\Program Files\Blender Foundation\Blender
> SourceFile=C:\Program Files\Blender Foundation\Blender\tmpoluh0u.pov
>
> I changed PovRay's behaviour to close on completion and the whole cycle
> took about 4 seconds for a simple scene.

Thanks for that, Stephen! I didn't think to expand the addon entry in user
preferences to find the option. Figured I'd just get the link to the
documentation and "Report a Bug" like usual.

Stephen <mca### [at] aolcom> wrote:
> On 27/05/2013 12:21 PM, Stephen wrote:
> > I am having a problem with this. I can render a scene in PovRay if I
> > have created it after I enable POV-Ray 3.7 as the renderer. But if I try
> > to render an old scene (I only have one that I made myself) the PovRay
> > renders fails.
>
> FYI
> If I export the model as an OBJ then import it into a new scene. It will
> render in Pov.

OK, the same thing is happening over here. Gonna have to file a bug report now
:(

Sam


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From: Samuel Benge
Subject: Re: Glass balls, via bullet physics
Date: 27 May 2013 13:55:00
Message: <web.51a39d6f628c53be5e54e46f0@news.povray.org>
"Bill Pragnell" <bil### [at] hotmailcom> wrote:
> "Bill Pragnell" <bil### [at] hotmailcom> wrote:
> > "Samuel Benge" <stb### [at] hotmailcom> wrote:
> > > Pretty! I would love to see a larger version, perhaps with some dispersion :D
> >
> > I'll see what I can do ;) This version doesn't even use area light photons so I
> > could definitely crank it up a bit. Might tighten the view angle too.
>
> Here's a bigger version. I'd forgotten just how slow dispersion can get, so in
> the end I gave up waiting - this version uses area-light photons, but no
> dispersion :( There are still some slight fuzzy artifacts in the caustics, but
> it looks ok in general.

Looks good, even without dispersion ;) You going to try mixing them up in a
single container? :D

It would be great if POV-Ray got a render engine overhaul sometime. What I am
specifically thinking of here is if focal blur + dispersion were combined, to be
able to use a low dispersion_samples value that would be multiplied by the
camera's blur_samples value, to save time when rendering both. Same thing with
radiosity: multiply "count" by the camera's focal blur samples. After all, you
can already do this with area_lights, and radiosity to a degree (if all the
objects have a microscopic surface normal).

Sam


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From: Stephen
Subject: Re: Glass balls, via bullet physics
Date: 27 May 2013 15:01:30
Message: <51a3ad8a$1@news.povray.org>
On 27/05/2013 6:40 PM, Samuel Benge wrote:
> OK, the same thing is happening over here. Gonna have to file a bug report now

Good man. Saves me doing the registering thing.
Now that I've set up the render in Pov, I'll keep it and expand on it as 
I gain more proficiency in Blender.

-- 
Regards
     Stephen


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From: Bill Pragnell
Subject: Re: Glass balls, via bullet physics
Date: 27 May 2013 15:05:00
Message: <web.51a3ad95628c53be44b5561b0@news.povray.org>
"Samuel Benge" <stb### [at] hotmailcom> wrote:
> Looks good, even without dispersion ;) You going to try mixing them up in a
> single container? :D

Hm, could do, but my ubuntu machine's on hiatus suddenly - it occurred to me
that I accidentally installed the 32-bit OS on a 64-bit machine, so I should
probably reinstall before I become too entrenched. I was going to move on to
chimney-felling next, but I might come back to the balls later :)

> It would be great if POV-Ray got a render engine overhaul sometime.
[snip wishlist]

I'd not thought about it that much... it would be nice if there was more control
over dispersion.

Bill


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From: Sean Day
Subject: Re: Glass balls, via bullet physics
Date: 27 May 2013 17:39:52
Message: <51a3d2a8@news.povray.org>
Bill Pragnell wrote:
> "Bill Pragnell" <bil### [at] hotmailcom> wrote:
>> "Samuel Benge" <stb### [at] hotmailcom> wrote:
>>> Pretty! I would love to see a larger version, perhaps with some dispersion :D
>>
>> I'll see what I can do ;) This version doesn't even use area light photons so I
>> could definitely crank it up a bit. Might tighten the view angle too.
>
> Here's a bigger version. I'd forgotten just how slow dispersion can get, so in
> the end I gave up waiting - this version uses area-light photons, but no
> dispersion :( There are still some slight fuzzy artifacts in the caustics, but
> it looks ok in general.
>

Nice image, it is a shame that all the things we like to use are so slow 
to render. Still this looks good as it is and great photons.

Sean


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From: James Holsenback
Subject: Re: Glass balls, via bullet physics
Date: 27 May 2013 18:44:21
Message: <51a3e1c5$1@news.povray.org>
On 05/27/2013 10:22 AM, Stephen wrote:
> FYI
> If I export the model as an OBJ then import it into a new scene. It will
> render in Pov.
>

have you tried saving as blender file ... then render? i've had some 
problems when i import 3ds files, do some cleanup then re-export the 
modified file as 3ds for use with poseray. some minor problems with 
origin cleared up when i did save 1st ... then export


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From: Stephen
Subject: Re: Glass balls, via bullet physics
Date: 28 May 2013 03:40:45
Message: <51a45f7d$1@news.povray.org>
Hijacking this thread so I've moved my answer to you to a new one.
Continuing Blender-PovRay discussion.

-- 
Regards
     Stephen


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From: Bill Pragnell
Subject: Re: Glass balls, via bullet physics
Date: 28 May 2013 06:30:01
Message: <web.51a48657628c53be5b7d07940@news.povray.org>
Stephen <mca### [at] aolcom> wrote:
> Hijacking this thread so I've moved my answer to you to a new one.

Take this thread straight to Cuba!


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From: Stephen
Subject: Re: Glass balls, via bullet physics
Date: 28 May 2013 06:44:20
Message: <51a48a84$1@news.povray.org>
On 28/05/2013 11:26 AM, Bill Pragnell wrote:
> Stephen <mca### [at] aolcom> wrote:
>> Hijacking this thread so I've moved my answer to you to a new one.
>
> Take this thread straight to Cuba!
>
>
But I'm using a laptop. Cuda is no use to me.

Anyway the food in Cuba leaves a lot to be desired.

-- 
Regards
     Stephen


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From: clipka
Subject: Re: Glass balls, via bullet physics
Date: 20 Jul 2013 13:54:28
Message: <51eaced4$1@news.povray.org>
Just picking up on old posts I hadn't found the time to read, so here's 
some quite late reply...

Am 27.05.2013 19:52, schrieb Samuel Benge:

> It would be great if POV-Ray got a render engine overhaul sometime. What I am
> specifically thinking of here is if focal blur + dispersion were combined, to be
> able to use a low dispersion_samples value that would be multiplied by the
> camera's blur_samples value, to save time when rendering both.

Currently working on something along those lines, actually.

> Same thing with
> radiosity: multiply "count" by the camera's focal blur samples.

As for the combination of focal blur and radiosity, that won't fly, 
because radiosity samples are cached and re-used, so you don't get 
<blur_samples> * <radiosity count> secondary rays anyway. (That's 
actually the difference in technique between POV-Ray and MCPov as far as 
indirect illumination is concerned.)

It should work though for the combination of radiosity and other 
multi-sample effects, such as radiosity and area lights. (Not sure off 
the top of my head whether radiosity sampling currently honors area 
lights or just simplifies them to point lights.)


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