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"scottb613" <nomail@nomail> wrote:
> Alain Martel <kua### [at] videotronca> wrote:
>
> > > Alain Martel <kua### [at] videotronca> wrote:
> >
> > >> Those may be some radiosity artifacts.
> > >> What are your radiosity settings, if any ?
> > >>
> > >> Some times, scaling up everything by 10 can make those disappear, or
> > >> make them smaller. In that case, it indicate rounding errors.
> > >
> > > Hi Alain,
> > >
> > > Thanks so much for the response.
> > >
> > > Hmm - I tried to post my POV file as a zipped attachment - I selected it but it
> > > doesn't appear to upload it anywhere. Did same on this message.
> >
> > Attachments are not allowed in this group. You can only have attachments
> > in the groups that have .binaries. in their names.
> > For scene files as zip files, you want to use povray.binaries.scene-files
> > For shorter scene files, you can use povray.text.scene-files
> > For images, you want to use povray.binaries.images
> >
> > >
> > > Here is the "Lighting" block I used in the images - it's probably not correct -
> > > I just played with values until I got something that seemed to work - LOL - much
> > > like a chimp writing a symphony.
> > >
> > >
###################################################################################
> > >
> > > "// adding a photon{} block to global_settings activates photon mapping.
> > > // photons also need to be adjusted for light sources and objects.
> > > global_settings {
> > > photons {
> > > spacing 0.01 // specify the density of photons
> > > //count 100000 // alternatively use a total number of photons
> > >
> > > //gather min, max // amount of photons gathered during render
> > > [20, 100]
> > > //media max_steps [,factor] // media photons
> > > //jitter 1.0 // jitter phor photon rays
> > > //max_trace_level 5 // optional separate max_trace_level
> > > //adc_bailout 1/255 // see global adc_bailout
> > > //save_file "filename" // save photons to file
> > > //load_file "filename" // load photons from file
> > > //autostop 0 // photon autostop option
> > > //radius 10 // manually specified search radius
> > > // (---Adaptive Search Radius---)
> > > //steps 1
> > > //expand_thresholds 0.2, 40
> > > }
> > > }
> > >
> > > #default{ finish{ ambient 0 diffuse 1 }}
> > >
> > > // radiosity (global illumination) settings
> > > global_settings {
> > > radiosity {
> > > pretrace_start 0.08 // start pretrace at this size
> > > pretrace_end 0.04 // end pretrace at this size
> > > count 1600 // higher -> higher quality (1..1600) [35]
> > > nearest_count 10 // higher -> higher quality (1..10) [5]
> > > error_bound 1.0 // higher -> smoother, less accurate [1.8]
> > > recursion_limit 3 // how much interreflections are calculated
> > > (1..5+) [3]
> > > low_error_factor .5 // reduce error_bound during last pretrace
> > > step
> > > gray_threshold 0.0 // increase for weakening colors (0..1) [0]
> > > minimum_reuse 0.015 // reuse of old radiosity samples [0.015]
> > > brightness 0.5 // brightness of radiosity effects (0..1)
[1]
> > >
> > > adc_bailout 0.01/2
> > > //normal on // take surface normals into account [off]
> > > //media on // take media into account [off]
> > > //save_file "file_name" // save radiosity data
> > > //load_file "file_name" // load saved radiosity data
> > > //always_sample off // turn sampling in final trace off [on]
> > > //max_sample 1.0 // maximum brightness of samples
> > > }
> > > }
> > >
> > >
> > >
> > >
> > > // Persistence of Vision Ray Tracer Scene Description File
> > > // File: ?.pov
> > > // Vers: 3.6
> > > // Desc: Basic Scene Example
> > > // Date: mm/dd/yy
> > > // Auth: ?
> > > //
> > >
> > > #version 3.6;
> > >
> > > #include "colors.inc"
> > >
> > > global_settings {
> > > assumed_gamma 3.0
> > > }
> > >
> > >
> > >
> > > // ----------------------------------------
> > >
> > > light_source {
> > > <200,50,150> // light's position
> > > color rgb 1.3 // light's color
> > > photons { // photon block for a light source
> > > refraction on
> > > reflection on
> > > }
> > > }
> > >
> > >
> > >
> > > // ----------------------------------------
> > >
> > > // ----------------------------------------
> > >
> > > light_source {
> > > <-200,-50,250> // light's position
> > > color rgb 1.3 // light's color
> > > photons { // photon block for a light source
> > > refraction on
> > > reflection on
> > > }
> > > }
> > >
> > > // create a regular point light source
> > > light_source {
> > > 0*x // light's position (translated below)
> > > color rgb <1,1,1> // light's color
> > > translate <25, 20, -45>
> > > // light_source { ...
> > > // put this inside a light_source to add light fading
> > > fade_distance 12
> > > fade_power 2
> > > shadowless
> > >
> > > }
> > >
> > > // create a regular point light source
> > > light_source {
> > > 0*x // light's position (translated below)
> > > color rgb <1,1,1> // light's color
> > > translate <25, 20, 45>
> > > // light_source { ...
> > > // put this inside a light_source to add light fading
> > > fade_distance 11
> > > fade_power 2
> > > shadowless
> > >
> > > }"
> > >
> > > Regards,
> > > Scott
> > >
> > >
> >
> > Unless your scene contains reflective surfaces or transparent objects
> > with an ior, you don't need the photons block.
> > Not an issue. If there are no object with a photons block that set it as
> > a target, then, there will be no photons shooting.
> >
> > You want to reduce pretrace_end. The default value that you use is to
> > large when the resolution is larger than 800 by 600.
> > Good value can be 0.01 down to 0.0025. In larger renders, it may be
> > preferable to go even lower.
> >
> > You probably don't need a count of 1600. You could probably reduce that
> > to 400 to 500.
> >
> > As this is an exterior scene, a recursion_limit of 1 is probably enough.
> > In some cases, a value of 2 may be needed. 3 is overkill.
> >
> > You may want to reduce low_error_factor to something in the 0.2 to 0.3
> > range.
> >
> > You very probably need to reduce minimum_reuse. You may need to reduce
> > it down to 0.005. Just make it slightly smaller that your pretrace_end.
> >
> > brightness should remain at it's default value of 1. Better not use it
> > at all.
> >
> > You probably don't need to set adc_bailout and use the default value.
> >
> > error_bound could benefit from a smaller value. Values of 1 ti 1.8 are
> > OK when using regular lights as your main illumination. You usually need
> > it to be less than 0.5 when you use emissive object(s) as light sources.
> >
> >
> > Note about the photons block for the light_source. That block is never
> > needed UNLESS you want to prevent that light from shooting photons.
> > All non-shadowless lights always shoot photons at all target objects in
> > any photons scene.
> > That block was required way back in version 3.3. It's no longer needed
> > since version 3.5.
> > Now, the block :
> > photons { refraction on reflection on }
> > is the default for all lights *unless* they are shadowless.
> >
> > When using fading lights, it's better to set fade_distance to 1 and
> > increase the light's intensity as needed.
> >
> > light_source{ <25, 20, 45> // create directly at the desired location
> > rgb 121 // color keyword is never needed when rgb is used
> > // float value get promoted to a full rgb vector
> > // the intensity is not limited to the 0..1 range
> > // it can get larger than 10 000 000
> > fade_distance 1
> > fade_power 2
> > }
> >
> > Fading lights often don't play well with the shadowless attribute.
> > shadowless lights never cause any highlight and never shoot any photon.
> > Most of the time, you don't need them.
> > They may cause some issue when used in a radiosity scene.
>
> Hi Alain,
>
> Thanks so very much for detailed response - greatly appreciated.
>
> I did try scaling the shapes to x10 as you suggested and it was a big
> improvement.
>
> You've given me plenty to think about and try - I'll be referring back to this
> as I try your other suggested changes. Perhaps it's time to delve a bit deeper
> and get out of my comfort zone.
>
> Have a good day.
>
> Regards,
> Scott
Hi Alain,
Works perfectly now - what a massive improvement - you've made my day.
Thanks again !!!
Here's the New Renders: https://flic.kr/s/aHBqjzwszc
Regards,
Scott
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