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20 pixels per minute with 142 lines remaining comes to almost
57 hours left...*sigh* Just because I turned on 2x antialiasing
and 6 4x4 area lights and my wax media...
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
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PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
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"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote in message
news:3db60ae0@news.povray.org...
> 20 pixels per minute with 142 lines remaining comes to almost
> 57 hours left...*sigh* Just because I turned on 2x antialiasing
> and 6 4x4 area lights and my wax media...
Dang, yeah. 4x4 area lights aren't good enough is you have wide penumbral
shadows.
I'm really wanting to get out of the sub-GHz era and join the ranks of
others with the multi-GHz CPU's. Um, sometime next year.
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hughes, b. wrote:
> Dang, yeah. 4x4 area lights aren't good enough is you have wide penumbral
> shadows.
heh usually I just use 2x2 area lights...
> I'm really wanting to get out of the sub-GHz era and join the ranks of
> others with the multi-GHz CPU's. Um, sometime next year.
1.8 GHz here...actually what I really want is a Beowulf cluster...
need to do some figuring on how to go about constructing one, and
price it out...
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
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GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
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PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
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> 1.8 GHz here...actually what I really want is a Beowulf cluster...
> need to do some figuring on how to go about constructing one, and
> price it out...
If you're using a 1.8 ghz machine, and doing a render at less than 1pps,
then you're most likely leaving something unoptimized. I'm on a 700mhz
machine, and I've never had to deal with a render under 5pps, if I spent
some time optimizing it. "Real Water"
(http://www.slimeland.com/images/pictures/realwater.jpg) was about 5pps, and
that uses media photons in scattering media, sphere sweeps, and some
isosurfaces.
For instance, the area lights are really nice for shadows on regular
surfaces, but do you really need them for the wax media? Probably not.
Solution: put the wax in a light_group with point lights in the positions of
the area lights. Then turn media_interaction for the area lights off. There
you go - the media is lit by point lights, while the shadows from the candle
(if that's what you're making) are calculated with area lights.
While you're at it, you might consider making the candle have no_shadow, and
duplicating its container, giving it no_image no_reflection, so that shadows
rays testing the candle don't have to travel through the actual media; they
just test against the candle shape. The difference will likely be
unnoticeable.
See, try things like that. You can speed it up.
- Slime
[ http://www.slimeland.com/ ]
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Slime wrote:
> Solution: put the wax in a light_group with point lights in the positions of
> the area lights. Then turn media_interaction for the area lights off. There
> you go - the media is lit by point lights, while the shadows from the candle
> (if that's what you're making) are calculated with area lights.
Moray doesn't have light_groups (yet, don't know if it will).
Though...I might be able to do some optimization there and have
point lights with media interaction/no shadow, and area lights
with no media interaction/shadow..
BUT I've already spent this much time on the render and I doubt
that light change would gain me that much...would it? If it
would, I might change...
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
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GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
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PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
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Timothy R. Cook wrote:
> BUT I've already spent this much time on the render and I doubt
> that light change would gain me that much...would it? If it
> would, I might change...
screw it, I don't feel like waiting 3 days for this thing
*stops render to see if can optimize some*
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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> BUT I've already spent this much time on the render and I doubt
> that light change would gain me that much...would it? If it
> would, I might change...
Depends on how much time is being spent in the wax's scattering media.
Scattering media + area lights = slooooooooowwwwww.
If you want to try it, I suggest you merely open a new instance of povray,
make a duplicate copy of the file, set your big render on low priority, and
start experimenting. Don't do it with moray though; if you really want to
optimize, you're going to get best results by hand.
- Slime
[ http://www.slimeland.com/ ]
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> *stops render to see if can optimize some*
Ack! Keep a copy of the rendered file so you can resume it with +C later if
you want!
- Slime
[ http://www.slimeland.com/ ]
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Slime wrote:
> Ack! Keep a copy of the rendered file so you can resume it with +C later if
> you want!
nahhhhh...it's only been rendering 2 days, hardly worth the trouble...;)
--
Tim Cook
http://empyrean.scifi-fantasy.com
mirror: http://personal.lig.bellsouth.net/lig/z/9/z993126
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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"Timothy R. Cook" wrote:
>
> 20 pixels per minute with 142 lines remaining comes to almost
> 57 hours left...*sigh* Just because I turned on 2x antialiasing
> and 6 4x4 area lights and my wax media...
Bah, you should really learn patience... ;-)
My IRTC picture has meanwhile slowed down to more than half an hour per
line, i hope it gets somewhat faster after the next 70 lines, otherwise i
will have problems finishing it in time...
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 13 Aug. 2002 _____./\/^>_*_<^\/\.______
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