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Beta 24 is now available for Windows, with Linux to follow shortly.
Goodies new to this beta include multi-threaded photon shooting, full area
light diffuse and specular illumination, support for reading the pixel
resolution of an image map, and a new cubic pattern and warp.
See http://www.povray.org/beta/ for the full release notes and download.
-- Chris
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> Goodies new to this beta include multi-threaded photon shooting
What a great timing you have. Last night I spent half an hour shooting
photons (and I had to abort the render because it was shooting more
photons than my RAM allowed).
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Chris Cason wrote:
> Beta 24 is now available for Windows, with Linux to follow shortly.
>
> Goodies new to this beta include multi-threaded photon shooting, full area
> light diffuse and specular illumination, support for reading the pixel
> resolution of an image map, and a new cubic pattern and warp.
>
> See http://www.povray.org/beta/ for the full release notes and download.
>
> -- Chris
Oh, happy day :) Thank you guys!
Sam
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stbenge <stb### [at] hotmailcom> wrote:
> Chris Cason wrote:
> > Beta 24 is now available for Windows, with Linux to follow shortly.
> >
> > Goodies new to this beta include multi-threaded photon shooting, full area
> > light diffuse and specular illumination, support for reading the pixel
> > resolution of an image map, and a new cubic pattern and warp.
> >
> > See http://www.povray.org/beta/ for the full release notes and download.
> >
> > -- Chris
>
> Oh, happy day :) Thank you guys!
>
> Sam
Wow!
Full area light!
Grazie!
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C. Cappai <nomail@nomail> wrote:
> Full area light!
Perhaps "full" was not a wise choice of word, as it can be slightly
misleading. My original intention was for it to mean "everything
related to rendering the effects of light sources, that is, shadows and
diffuse/specular lighting, can now take into account the area light
parameters". (Previously only shadows took into account area light
settings.)
I understand now that someone could perhaps mistakenly think that
"full" means area lights are now simulated as true area lights, ie.
lights with a non-zero surface area, instead of an (optimized) grid
of point lights.
That's of course not the case. Area lights are still a grid of point
lights, which are (smartly) sampled. The difference is that the sampling
can now be turned on for diffuse/specular lighting too. This means that
the Size_1 and Size_2 still determine the quality (and rendering speed)
of the result. You can still get the same artifacts (and now with the
illumination too) if you specify parameters which are too low.
(I don't mean to say that I think you misunderstood this. I just wanted
to post a note about this, and this felt like a good place to do it.)
Note that 'adaptive' has no effect on the illumination, only in the
shadows, as previously. This is because there's no easy way to adaptively
sample the illumination, as it is with shadowing. 'adaptive' should,
naturally, still be used for faster rendering because it still speeds
up shadow calculations a lot.
Basically the end result, when using area_illumination, should be
almost exactly the same as when using a true grid of point lights,
except that it should render considerably faster. (This is because
shadow tests will be much faster.)
IIRC the 'area_illumination' keyword was suggested by Gilles, and it's
IMO a superb keyword, as it's much more unambiguous than anything containing
the word "full" in it.
--
- Warp
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Warp <war### [at] tagpovrayorg> wrote:
> C. Cappai <nomail@nomail> wrote:
> > Full area light!
>
> Perhaps "full" was not a wise choice of word, as it can be slightly
> misleading. My original intention was for it to mean "everything
> related to rendering the effects of light sources, that is, shadows and
> diffuse/specular lighting, can now take into account the area light
> parameters". (Previously only shadows took into account area light
> settings.)
>
> I understand now that someone could perhaps mistakenly think that
> "full" means area lights are now simulated as true area lights, ie.
> lights with a non-zero surface area, instead of an (optimized) grid
> of point lights.
>
> That's of course not the case. Area lights are still a grid of point
> lights, which are (smartly) sampled. The difference is that the sampling
> can now be turned on for diffuse/specular lighting too. This means that
> the Size_1 and Size_2 still determine the quality (and rendering speed)
> of the result. You can still get the same artifacts (and now with the
> illumination too) if you specify parameters which are too low.
>
> (I don't mean to say that I think you misunderstood this. I just wanted
> to post a note about this, and this felt like a good place to do it.)
>
> Note that 'adaptive' has no effect on the illumination, only in the
> shadows, as previously. This is because there's no easy way to adaptively
> sample the illumination, as it is with shadowing. 'adaptive' should,
> naturally, still be used for faster rendering because it still speeds
> up shadow calculations a lot.
>
> Basically the end result, when using area_illumination, should be
> almost exactly the same as when using a true grid of point lights,
> except that it should render considerably faster. (This is because
> shadow tests will be much faster.)
>
> IIRC the 'area_illumination' keyword was suggested by Gilles, and it's
> IMO a superb keyword, as it's much more unambiguous than anything containing
> the word "full" in it.
>
> --
> - Warp
Explanation extremely useful.
Thanks for your work, Warp.
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Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
> > Goodies new to this beta include multi-threaded photon shooting
>
> What a great timing you have. Last night I spent half an hour shooting
> photons (and I had to abort the render because it was shooting more
> photons than my RAM allowed).
huh, will multithreading help you with the RAM thing?
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> Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
>>> Goodies new to this beta include multi-threaded photon shooting
>> What a great timing you have. Last night I spent half an hour shooting
>> photons (and I had to abort the render because it was shooting more
>> photons than my RAM allowed).
>
> huh, will multithreading help you with the RAM thing?
No, it would have helped me notice twice as fast that I had too many
photons for my RAM :)
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nemesis nous apporta ses lumieres en ce 2007/12/29 09:55:
> Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
>> Chris Cason escribió:
>>> Goodies new to this beta include multi-threaded photon shooting
>> What a great timing you have. Last night I spent half an hour shooting
>> photons (and I had to abort the render because it was shooting more
>> photons than my RAM allowed).
>
> huh, will multithreading help you with the RAM thing?
>
>
>
It wont help, but you'll reatch the saturation point faster. So, it will only
take a little over 15 minutes instead of 30 befor aborting.
--
Alain
-------------------------------------------------
To compel a man to furnish funds for the propagation of ideas he disbelieves
and abhors is sinful and tyrannical.
Thomas Jefferson
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Alain <ele### [at] netscapenet> wrote:
> It wont help, but you'll reatch the saturation point faster. So, it will only
> take a little over 15 minutes instead of 30 befor aborting.
I have never thought about multiple processors in that way: It makes
it faster to realize that it cannot be done. :P
--
- Warp
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