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4 Nov 2024 23:16:25 EST (-0500)
  Photon problem: 'pixelated' caustics (Message 1 to 9 of 9)  
From: Bruce Mardle
Subject: Photon problem: 'pixelated' caustics
Date: 22 Oct 2009 04:15:01
Message: <web.4ae013b85bfa9f2cc57370f30@news.povray.org>
Hiya.
I've had a root around but can't find any help on this problem.
I'm trying to make an image with caustics cast by Bezier patches.
With photon spacing 0.01 I get suspiciously blurry caustics, so I tried photon
spacing 0.001 and the resulting caustics are made up of conspicuous flat-shaded
quadrilaterals.
You can see the 2 pics at:
http://viewmorepics.myspace.com/index.cfm?fuseaction=user.editAlbumPhoto&albumID=344068&imageID=54508714
and
http://viewmorepics.myspace.com/index.cfm?fuseaction=user.editAlbumPhoto&albumID=344068&imageID=54508715

(Actually, having seen the 0.001 pic it's easy to spot the quads in the 0.01
pic. They're there but blurry.)

Any suggestions on photon settings I could try to make the caustics sharp and
realistic? Or is it a problem with the Bezier patches?


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From: Bruce Mardle
Subject: Re: Photon problem: 'pixelated' caustics
Date: 22 Oct 2009 04:30:00
Message: <web.4ae0173d7c755ea4c57370f30@news.povray.org>
"Bruce Mardle" <mar### [at] yahoocouk> wrote:
> You can see the 2 pics at:
http://c1.ac-images.myspacecdn.com/images02/84/l_ca60ffd5b7874015beeb13480dd9baa8.png
and
http://c1.ac-images.myspacecdn.com/images02/110/l_9fbf233e1ad04ec8879ba1e4744c8e30.png


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From: clipka
Subject: Re: Photon problem: 'pixelated' caustics
Date: 22 Oct 2009 06:13:52
Message: <4ae03060$1@news.povray.org>
Bruce Mardle schrieb:

> Any suggestions on photon settings I could try to make the caustics sharp and
> realistic? Or is it a problem with the Bezier patches?

POV-Ray actually works with a mesh-like pproximations of the patch, not 
with the exact mathematical representation. You can increase the 
resolution of that mesh using the following parameters on the bezier 
patches:

   type     1
   u_steps  3
   v_steps  3
   flatness 0.0

The first parameter tells POV-Ray that you want control over the mesh 
resolution, at the cost of some memory (type 0 would be default).

The second and third parameter tells POV-Ray the (maximum) mesh 
resolution you want. Note that the actual resolution is 2^u_steps by 
2^v_steps. Increase this to reduce the artifacts you observe, or 
decrease for speed.

The fourth parameter tells POV-Ray at which curvature to stop 
subdividing even before reaching the maximum; a value of 0.0 tells 
POV-Ray to always subdivide to maximum. This can speed up things, but 
may introduce other artifacts ("cracks" in the patch).


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From: Bruce Mardle
Subject: Re: Photon problem: 'pixelated' caustics
Date: 23 Oct 2009 05:55:01
Message: <web.4ae17d577c755ea4ffeda3610@news.povray.org>
Thanks, clipka.

Actually, I'm using Moray, which, as far as I can tell, always outputs bicubic
patches with "type=1". Fortunately, I can tweak the .POV file on its way from
Moray to POV-Ray.

Moray's default for the patches is type=1, u_steps=v_steps=3, flatness=0.01. I
get much better, and near-identical, results using either type=1,
u_steps=v_steps=5, flatness=0 or type=0. (The latter's somewhat slower.) Photon
spacing=0.01, either way.

If I use photon spacing=0.001, the caustics get sharper, as expected, but I also
get a fairly subtle 'ripple'. It'd be nice to get rid of that, but I can live
with it. (Curiously, the output is equally ripply with photon spacing=0.002.)

Spacing=0.01:
http://c2.ac-images.myspacecdn.com/images02/88/l_d0210a72b0f24dbdbeb58c3d6f9f5bf5.png
Spacing=0.001:
http://c3.ac-images.myspacecdn.com/images02/104/l_2c4db7de4cf24bfa8df38a41ab2b0352.png


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From: clipka
Subject: Re: Photon problem: 'pixelated' caustics
Date: 23 Oct 2009 07:49:26
Message: <4ae19846@news.povray.org>
Bruce Mardle schrieb:

> If I use photon spacing=0.001, the caustics get sharper, as expected, but I also
> get a fairly subtle 'ripple'. It'd be nice to get rid of that, but I can live
> with it. (Curiously, the output is equally ripply with photon spacing=0.002.)

It appears to me that this is your bicubic patch artifacts showing once 
again; in that case I'd expect the "ripples" structure to be quite 
independent of photon spacing, except when the photon spacing is high 
enough to blur it.

Maybe you want to choose a higher photon spacing for the bezier patch 
than for the sphere, using "photons { target 10 ... }" (for instance; 
this will give a 10-fold higher photon spacing than specified in the 
globals section).


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From: Bruce Mardle
Subject: Re: Photon problem: 'pixelated' caustics
Date: 29 Oct 2009 05:30:01
Message: <web.4ae960037c755ea4e89b47100@news.povray.org>
Thanks again, clipka.

I recently, unintentionally wiped by Windows XP machine, so it'll be a few days
before I try your suggestion.

What I'm ultimately hoping to do is simulate ripples moving on water and make a
ray-traced animation of it. I might be better off using a heighfield, rather
than bicubics.


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From: Stephen
Subject: Re: Photon problem: 'pixelated' caustics
Date: 29 Oct 2009 08:50:37
Message: <4ae98f9d$1@news.povray.org>
Bruce Mardle wrote:
> 
> What I'm ultimately hoping to do is simulate ripples moving on water and make a
> ray-traced animation of it. I might be better off using a heighfield, rather
> than bicubics.
> 
> 
> 

simulation. Tim Nikias created a set of macros that can be downloaded here.

http://www.nolights.de/downloads.html#lssm



-- 

Best Regards,
	Stephen


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From: Bruce Mardle
Subject: Re: Photon problem: 'pixelated' caustics
Date: 2 Nov 2009 05:55:01
Message: <web.4aeeba747c755ea4ffeda3610@news.povray.org>
Thanks, Stephen.
I've got a "virtual ripple tank" but your suggestion sounds like it might be
less work!


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From: Stephen
Subject: Re: Photon problem: 'pixelated' caustics
Date: 2 Nov 2009 06:08:17
Message: <4aeebda1$1@news.povray.org>
Bruce Mardle wrote:
> Thanks, Stephen.
> I've got a "virtual ripple tank" but your suggestion sounds like it might be
> less work!
> 
> 
> 
I tested it when Tim first developed it and it worked quite well. Well 
enough for me to abandon my own efforts :)

-- 

Best Regards,
	Stephen


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