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On 9-2-2014 19:34, jhu wrote:
> Back in my day, processors only had 1 core, and it took months to render
> anything decent. And we liked it! In fact, I still have an old Pentium 4 that's
> been rendering an awesome image for the past 12 years (since 2002). It's
> currently at 93%. It'll finish this year or next...
Back in my days, we had no processors at all, sir. We did it all by
hand. With charcoal. On a rock face. In a cave. ;-)
>
> For the record, we also walked uphill both ways to school knee-deep in snow all
> year round.
We had no school but we had mammoths... :-)
Thomas
Btw, that is an interesting record for the Guinness Book.
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Le 09/02/2014 19:34, jhu nous fit lire :
> For the record, we also walked uphill both ways to school knee-deep in snow all
> year round.
yep, but to be accurate, your knee was far lower than they are now.
It's never flat when tired, it's always uphill.
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From: Jörg 'Yadgar' Bleimann
Subject: Re: Ice/Slush/Snow texture samples, 3 of N
Date: 15 Feb 2014 11:16:24
Message: <52ff92d8@news.povray.org>
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Hi(gh)!
On 09.02.2014 19:34, jhu wrote:
> Back in my day, processors only had 1 core, and it took months to render
> anything decent. And we liked it! In fact, I still have an old Pentium 4 that's
> been rendering an awesome image for the past 12 years (since 2002). It's
> currently at 93%. It'll finish this year or next...
>
> For the record, we also walked uphill both ways to school knee-deep in snow all
> year round.
...barefoot, at 35 degrees below zero! With only one piece of mouldy
bread per week to eat... and not to forget the bomber attacks, the
constant threat of wolves and Bolshevist partisans in the forests! I,
for example, know of people having grown up in the Hungereifel, the
highlands south-west of Cologne, where World War II only in the 1980s
slowly dissipated, where blood feuds continue up to this very day, in
villages where the local priest was the only literate person (and many
people, due to the almost non-existing nourishment, even never learned
to speak!)...
Yes, that praised-be-what-makes-us-hard-nostalgia is really annoying...
See you in Khyberspace!
Yadgar
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Thomas de Groot <tho### [at] degrootorg> wrote:
> Back in my days, we had no processors at all, sir. We did it all by
> hand. With charcoal. On a rock face. In a cave. ;-)
Wow, I must be younger than you. In /my/ day, we had one piece of grid paper for
plotting, and another for working out the calculations. I was slightly behind
the rest of the students, averaging 5 ppd at a max_trace level of 3. :P
Sam
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On 15/02/2014 6:26 PM, Samuel Benge wrote:
> I was slightly behind
> the rest of the students, averaging 5 ppd at a max_trace level of 3. :P
>
You know that you have been raytracing too long when... See above. ;-)
--
Regards
Stephen
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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 5-2-2014 1:20, [GDS|Entropy] wrote:
> > The two S.E. Day SSLT texture derivations take little time to render [on the
> > order of 1-2 hours], but the one on the far right took over 11 days on the
> > machine listed at the end, with the programs running below that.
> >
>
> Pheeww...! The far right is by far the best but a bit impractical in
> terms of render time :-)
>
> Thomas
Yeah no doubt, and 11 days seems to be the norm for combination SSLT/clear + IOR
textures unfortunately. I'm still waiting for 2 of the other textures to render
fully. There is one checker square left in a dirty ice one [been there for 6
days], and then most of the image left for a bright snow + clean ice one. Going
on 7.5 days now lol!
Such a shame that it takes such time. :|
Ian
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> Thomas de Groot <tho### [at] degrootorg> wrote:
>> On 5-2-2014 1:20, [GDS|Entropy] wrote:
>>> The two S.E. Day SSLT texture derivations take little time to render [on the
>>> order of 1-2 hours], but the one on the far right took over 11 days on the
>>> machine listed at the end, with the programs running below that.
>>>
>>
>> Pheeww...! The far right is by far the best but a bit impractical in
>> terms of render time :-)
>>
>> Thomas
>
> Yeah no doubt, and 11 days seems to be the norm for combination SSLT/clear + IOR
> textures unfortunately. I'm still waiting for 2 of the other textures to render
> fully. There is one checker square left in a dirty ice one [been there for 6
> days], and then most of the image left for a bright snow + clean ice one. Going
> on 7.5 days now lol!
>
> Such a shame that it takes such time. :|
>
> Ian
>
I curently have a render going that show 24 PPH... Yes, pixels per hours :(
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Alain <kua### [at] videotronca> wrote:
> I curently have a render going that show 24 PPH... Yes, pixels per hours :(
Wow, and I thought my hair test rendering at 8 PPS was slow!
-------------------------------------------------
www.McGregorFineArt.com
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One in the works, though I am not happy with the uniformity. I'll have to throw
a loop into the color map...
Took less than 3hr to render this though, once I removed the clear ice
component.
I'll post more from the library as they become available. :)
Ian
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Attachments:
Download 'snowcappeddirtyslush1_layer 1.png' (98 KB)
Preview of image 'snowcappeddirtyslush1_layer 1.png'
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"Robert McGregor" <rob### [at] mcgregorfineartcom> wrote:
> Alain <kua### [at] videotronca> wrote:
>
> > I curently have a render going that show 24 PPH... Yes, pixels per hours :(
>
> Wow, and I thought my hair test rendering at 8 PPS was slow!
> -------------------------------------------------
> www.McGregorFineArt.com
The SSLT version of the texture used in the rightmost torus is currently at
15PPM. :(
Here is a WIP version of the dirty slush texture with a clean slush topper,
which rendered in a few hours. I am not happy with it, as I need to introduce a
bit more non-uniformity, perhaps through rand and a loop in the colormap. I had
tried this post last night, but apparently Lorentz ghost spirited it off into
the aether. ;)
Ian
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Attachments:
Download 'snowcappeddirtyslush1_layer 1.png' (98 KB)
Preview of image 'snowcappeddirtyslush1_layer 1.png'
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