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Source for my TC-RTC entry, including version 0.2 of my tree planting
macro. inthewild-output.txt contains the Povray output from my final
render, if you're curious about the statistics.
I included the meshes for the terrain and the machines, but not the
trees. The trees would have added about 15MB to the archive (!!!), and
it's easy enough to generate them yourself with Povtree, anyway.
Finally, inthewild.pov has an Easter egg in it: Set the variable "RSOCP"
to 1, and the file will render my Reflective Sphere on a Checkered Plain
scene. Special thanks to Archpawn for the pun. :-)
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
They laughed. Photons rained on their skin, most shooting right
through them. Here they were, transparent to the world.
-- Kim Stanley Robinson, _Blue Mars_
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Attachments:
Download 'inthewild.zip' (54 KB)
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The archive has a password.
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Nicolas Alvarez wrote:
> The archive has a password.
Damnit.
I used 7zip with the flag:
-pass=15
Which I thought would do compression with 15 passes.
Instead, it set a password of:
ass=15
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
Now we know everything there is to know about ML, except how to program!
-- Jeffrey D. Ullman, _Elements of ML Programming_
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William Tracy escribió:
> Which I thought^Wassumed would do compression with 15 passes.
Hmm... I don't know any lossless compression with such thing as 'passes'.
Shows how useful it is to rtfm, and how bad it is to assume :)
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William Tracy escribió:
> and it's easy enough to generate them yourself with Povtree, anyway.
Even for those who have never used POV-Tree before? :)
I would like to know exactly what parameters you used, so I can recreate
the same meshes as you.
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From the 7z manual:
"pass={NumPasses}
Sets number of passes for Deflate encoder. It can be in range from
1 to 15 for Deflate and from 1 to 10 for BZip2. Usually big number gives
a little bit better compression ratio and slower compression process."
As it turns out, the correct flag was -mpass=15, and it makes
compression take significantly longer without noticeably reducing the
file size (nearly double the time for a 0.1% size improvement).
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
If we were told to parse starting *after* the supplied String, then do
what we need to do to indicate pilot error.
-- Laird Nelson, blogging on Java programming
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William Tracy escribió:
> From the 7z manual:
>
> "pass={NumPasses}
> Sets number of passes for Deflate encoder. It can be in range from 1
> to 15 for Deflate and from 1 to 10 for BZip2. Usually big number gives a
> little bit better compression ratio and slower compression process."
>
> As it turns out, the correct flag was -mpass=15, and it makes
> compression take significantly longer without noticeably reducing the
> file size (nearly double the time for a 0.1% size improvement).
>
Sounds like increasing isosurface accuracy, antialiasing recursion
level, max_trace_level to numbers where you don't see the extra
reflections anyway, etc. :)
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Nicolas Alvarez escribió:
> William Tracy escribió:
>> and it's easy enough to generate them yourself with Povtree, anyway.
>
> Even for those who have never used POV-Tree before? :)
>
> I would like to know exactly what parameters you used, so I can recreate
> the same meshes as you.
Actually, didn't you keep the include files generated by POV-Tree, the
non-mesh ones? Those are 5KB, and I can make the mesh from it.
Post a reply to this message
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Nicolas Alvarez wrote:
> Actually, didn't you keep the include files generated by POV-Tree, the
> non-mesh ones? Those are 5KB, and I can make the mesh from it.
No, I didn't. :-P If you give me a few days (sorry, I've run out of free
time right now) I can reconstruct what I did. It's just the Linden tree
with a few tweaks.
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
You can never go back. Free Mars.
-- Kim Stanley Robinson, _Green Mars_
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William Tracy escribió:
> Nicolas Alvarez wrote:
>> Actually, didn't you keep the include files generated by POV-Tree, the
>> non-mesh ones? Those are 5KB, and I can make the mesh from it.
>
> No, I didn't. :-P
POV-Tree manual recommends you should *always* save to that other
format, and only export to mesh when you're done.
> If you give me a few days (sorry, I've run out of free time right
> now) I can reconstruct what I did.
Well... can you send me the huge meshes, at least? :) I want to try
rendering your scene!
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Nicolas Alvarez wrote:
> POV-Tree manual recommends you should *always* save to that other
> format, and only export to mesh when you're done.
I created a few files that I actually couldn't open again because I
screwed something up, and quit trying. A poor excuse, I know.
> Well... can you send me the huge meshes, at least? :) I want to try
> rendering your scene!
The smallest I can squeeze it down to is 13 megs, and that's with the 7z
compression format--15 megs is still the best I can get out of zip. Do
you want me to try emailing it to you?
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
I'm sorry Dave, I'm afraid I can't do that.
-- HAL 9000
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William Tracy escribió:
>> Well... can you send me the huge meshes, at least? :) I want to try
>> rendering your scene!
>
> The smallest I can squeeze it down to is 13 megs, and that's with the 7z
> compression format--15 megs is still the best I can get out of zip. Do
> you want me to try emailing it to you?
>
I have 7-zip; and even 20 megs would be acceptable, I can download at
70KB/s (now that my connection got back working correctly!).
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Nicolas Alvarez escribió:
> Well... can you send me the huge meshes, at least? :) I want to try
> rendering your scene!
Takes one whole minute to parse the meshes! I'm sure it's not the loops
on placeLandscape; I added debug statements before each #include. 60
seconds to parse loop-less code seems extreme :D
And rendering with +q2 and no area light takes 18 seconds. I would
really like to save the meshes in binary format so they can be loaded
instantly :(
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I'm planning to render the scene at a silly-high resolution. Stay tuned.
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Nicolas Alvarez escribió:
> I'm planning to render the scene at a silly-high resolution. Stay tuned.
Render times between tiles vary way too much. I can't stand a 1m 14s
parse and 42 second render; but if I make tiles bigger, some may go up
to hours.
So, the idea of biggest-damn-render-you-have-ever-seen is suspended
until I get dynamic tiles to work.
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Nicolas Alvarez wrote:
> Takes one whole minute to parse the meshes! I'm sure it's not the loops
> on placeLandscape; I added debug statements before each #include. 60
> seconds to parse loop-less code seems extreme :D
Wow--I still thought it was the loops that were taking all the time.
I need to see about cranking down the Pov-Tree mesh resolution, then.
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
A ’a ThingCollection value is constructed from OneThing, TwoThings,
ManyThings, and Nothing constructors
to store a collection of ’a values. Write a function flatten collection
that takes a ’a ThingCollection as
an argument and that returns a ’a ThingCollection that is constructed
from a single ManyThings and a single
Nothing.
-- Professor Keen, homework assignment 1, CSC 430
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Nicolas Alvarez wrote:
> I'm planning to render the scene at a silly-high resolution. Stay tuned.
The grass textures barely hold up as it is. :-P The rest of the scene
should look reasonable at higher resolutions, though.
Are you rendering the RSOCP, or the robots? :-)
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
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William Tracy escribió:
> Nicolas Alvarez wrote:
>> I'm planning to render the scene at a silly-high resolution. Stay tuned.
>
> The grass textures barely hold up as it is. :-P The rest of the scene
> should look reasonable at higher resolutions, though.
I want to see a single f***ing tree being 600 pixels high. That should
give you an idea.
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Nicolas Alvarez wrote:
> I want to see a single f***ing tree being 600 pixels high. That should
> give you an idea.
Wow. I have no idea how it will look at that resolution. Even if the
full file is too big to share, I would definitely like to see some
details from it. :-)
I'm now playing with optimizing the scene for fast rendering, since I
want to re-use some of the code for an animation. I could share the
faster code with you when it's together, but I have no idea if my
"improvements" would introduce additional artifacts at that resolution.
--
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
"I don't hink it helps to make analagies between the physical and
social worlds," Sax said primly.
"Shut up, Sax. Go back to your virtual reality."
-- Kim Stanley Robinson, _Red Mars_
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Nicolas Alvarez escribió:
> I'm planning to render the scene at a silly-high resolution. Stay tuned.
In the usual tiling method (setting +w and +h to the full res, and using
+sc +ec +sr +er), I can't do it. POV-Ray crashes, because it still
attempts to allocate memory for the whole image. However, I successfully
managed huge tiled renders with zoomin.inc, where I set +w and +h to the
size of a single tile.
I'll post a 2048x1536 render on p.b.i. It's not too big, as I was just
testing, and rendering only on my machine.
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