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The animation feature of POV-Ray can be used to make it a spectral
render engine. The basic idea is to render a set of gray-scale images
- each representing a specific wavelength - and finally combine them
using the CIE color match function.
To simplify this task I have created a few POV-Ray SDL scripts and some
examples.
You'll find the download link, some images and more explanation here:
http://www.lilysoft.org/CGI/SR/Spectral%20Render.htm
-Ive
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On 20/09/2012 7:24 PM, Ive wrote:
> You'll find the download link, some images and more explanation here:
>
> http://www.lilysoft.org/CGI/SR/Spectral%20Render.htm
Thanks for posting.
The glasses are spectacular but, as much as I’d like to, I don’t have
the time to experiment with your Spectral Rendering. It is a bit out of
my league anyway.
I had not seen 'Bist Du noch da' before and for that alone it was worth
the visit. I have seen and liked 'In The Mood For Love' and will search
for a copy of Wong Kar-Way’s 2048 or is it 2046? (Do I see a geek’s typo
;-) )
I also like you music and that is saying something from someone who
thinks anything after the 18th Century is a bit too modern.
Just Like A William Powell (lookin' for that Myrna Loy) I enjoyed but it
reminded me of a tune that I just can’t put my finger on.
Bloody Hell! It sounds like a slow tempo Muppets theme. Tell me that I
am wrong. ;-)
--
Regards
Stephen
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On 20/09/12 20:24, Ive wrote:
> The animation feature of POV-Ray can be used to make it a spectral
> render engine. The basic idea is to render a set of gray-scale images
> - each representing a specific wavelength - and finally combine them
> using the CIE color match function. To simplify this task I have
> created a few POV-Ray SDL scripts and some examples. You'll find the
> download link, some images and more explanation here:
>
> http://www.lilysoft.org/CGI/SR/Spectral%20Render.htm
>
Oh, well... just what I needed: another very interesting thing which
I don't have the time to try out, but which I will surely try out anyhow. ;)
BTW, I love POV-Ray... and your usage of it here shows exactly why:
it's an endless source of fun and surprises.
P.S.: The typical "Great work!" remark falls short here...
--
Jaime
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<sigh>
Why is life so short?
Why have days only 24 hours?
Why is there real life?
Why do I love POV-Ray so much?
Thomas
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Am 20.09.2012 22:35, schrieb Stephen:
> The glasses are spectacular but, as much as I’d like to, I don’t have
> the time to experiment with your Spectral Rendering. It is a bit out of
> my league anyway.
>
Don't say that. I've spend a lot of time making its usage intuitive.
Maybe I failed but I would welcome feedback on that matter to improve
my didactic skills - I know that I suck in explaining things.
> I had not seen 'Bist Du noch da' before and for that alone it was worth
> the visit. I have seen and liked 'In The Mood For Love' and will search
> for a copy of Wong Kar-Way’s 2048 or is it 2046? (Do I see a geek’s typo
> ;-) )
Aaargh! You are so right! Why the heck does 2048 look so much more
natural to me ;)
> I also like you music and that is saying something from someone who
> thinks anything after the 18th Century is a bit too modern.
You've mentioned this before and I still find it surprising. Especially
since I do listen to almost all kinds of music of different styles and
era but I'll have to admit that the 18th and 19th century is the deepest
gap within my musical horizon. Well, I know all the "hits" all the
symphonies and all the stuff everybody knowns but it fails to touch me.
On the other hand, just recently I discovered Mozart's string quintets
and I really do love them. Maybe a question of getting older?
> Just Like A William Powell (lookin' for that Myrna Loy) I enjoyed but it
> reminded me of a tune that I just can’t put my finger on.
>
> Bloody Hell! It sounds like a slow tempo Muppets theme. Tell me that I
> am wrong. ;-)
>
Haven't heard the Muppets theme since over a decade but I guess you are
not wrong ;)
Actually the main theme of "Just Like A William Powell" is based on the
typical "roaring 20ies" Charleston chord progression and I think the
Muppets-theme uses the same chords.
But the piano bridge between the verses of "...William Powell" cites a
famous German tune from the 20ies (or 30ies, not sure) called "Ich
brauche keine Millionen, mir fehlt kein Pfennig zum Glück" (rough
translation: "Don't need millions, don't miss a penny for
happiness/luck". Finally the instrumental part is bases on "Katz' Rag"
(named after the composer) and this was one of the very first tunes I
played on acoustic guitar when I was learning ragtime finger-picking
style. To put it like John Renbourn (one of my favorite British
guitarists): "I've always tried to play like Big Bill Broonzy - and I'm
still trying!"
For short, as I have actually nothing to say and do not consider myself
an artist I do with music the same as I do with my POV-Ray images: pack
them full with tiny references and citations in an attempt to make them
appear more interesting, but I guess it is not working that way,
...nonetheless I'll keep trying.
-Ive
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Am 21.09.2012 11:11, schrieb Jaime Vives Piqueres:
> Oh, well... just what I needed: another very interesting thing which
> I don't have the time to try out, but which I will surely try out
> anyhow. ;)
I'm sorry for that ;)
> BTW, I love POV-Ray... and your usage of it here shows exactly why:
> it's an endless source of fun and surprises.
>
Yes, the same here! Especially POV-Ray's scripting power makes it
possible to always find new things to explore. On the other hand (and
just to mention it) "pro" render engines (V-Ray and the like...) use
spectral rendering since years.
- Ive
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Am 21.09.2012 13:23, schrieb Thomas de Groot:
> <sigh>
> Why is life so short?
> Why have days only 24 hours?
> Why is there real life?
> Why do I love POV-Ray so much?
>
While I understand that these questions are just rhetoric I still feel
tempted to answer all of them. But as this goes completely OT just
number three: Because otherwise - for the lack of recreation - humankind
would be extinct within a few years.
;) -Ive
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Ive <ive### [at] lilysoft org> wrote:
> The animation feature of POV-Ray can be used to make it a spectral
> render engine. The basic idea is to render a set of gray-scale images
> - each representing a specific wavelength - and finally combine them
> using the CIE color match function.
> To simplify this task I have created a few POV-Ray SDL scripts and some
> examples.
> You'll find the download link, some images and more explanation here:
>
> http://www.lilysoft.org/CGI/SR/Spectral%20Render.htm
>
> -Ive
amazing
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On 21-9-2012 16:49, Ive wrote:
> While I understand that these questions are just rhetoric I still feel
> tempted to answer all of them. But as this goes completely OT just
> number three: Because otherwise - for the lack of recreation - humankind
> would be extinct within a few years.
<grin> Absolutely right.
I think you did a great job. I shall do what you ask and try this out,
and report back if I find something difficult to understand. I have some
experience in writing tutorials and I know it is not really easy. It
needs feedback to get better.
Thomas
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Ive, I am working on it and writing down a file with comments on your
tutorial. I hope to be finished today, otherwise tomorrow.
Thomas
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Problem with Prism.pov:
unable to find: M_Spectral_Glass
Does not appear in any of the available files.
Thomas
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Before all else (I noted it in my comments):
In the command line, +E should be +FE
otherwise it does not save in exr format.
Thomas
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From: Thomas de Groot
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 22 Sep 2012 07:47:11
Message: <505da53f$1@news.povray.org>
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Ive, I have the following suggestions for your online tutorial:
1) put the *Prerequisites* block at the top of the tutorial.
2) The command line option +E should be +FE (see Docs) in the tutorial
and in all .pov files.
3) the *Quick Overview* block is a bit confusing as it mentions all kind
of processes which are dealt with only later. I suggest to delete this
block, or – better – to include it at the beginning of the *Some Hints*
block.
4) In the *First Step* block, ColorChecker.pov does not render the shown
image, strictly speaking. This is done by SpectralComposer.pov. I
suggest to change the first paragraph to something like: “Render the
file ColorChecker.pov animation. This will produce a series of
grey-scale images of the GretagMacbeth(tm) ColorChecker Chart.”. Below,
change the corresponding text: “...will create the final PNG image shown
above. “
5) For better understanding just tell the user to uncomment #declare
FName = "ColorChecker"; and to comment out #declare FName =
"Diffraction"; That would be more comprehensive / less confusing.
Thomas
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From: Ive
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 22 Sep 2012 08:05:49
Message: <505da99d@news.povray.org>
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Am 22.09.2012 13:47, schrieb Thomas de Groot:
> Ive, I have the following suggestions for your online tutorial:
>
> 1) put the *Prerequisites* block at the top of the tutorial.
>
> 2) The command line option +E should be +FE (see Docs) in the tutorial
> and in all .pov files.
>
> 3) the *Quick Overview* block is a bit confusing as it mentions all kind
> of processes which are dealt with only later. I suggest to delete this
> block, or – better – to include it at the beginning of the *Some Hints*
> block.
>
> 4) In the *First Step* block, ColorChecker.pov does not render the shown
> image, strictly speaking. This is done by SpectralComposer.pov. I
> suggest to change the first paragraph to something like: “Render the
> file ColorChecker.pov animation. This will produce a series of
> grey-scale images of the GretagMacbeth(tm) ColorChecker Chart.”. Below,
> change the corresponding text: “...will create the final PNG image shown
> above. “
>
> 5) For better understanding just tell the user to uncomment #declare
> FName = "ColorChecker"; and to comment out #declare FName =
> "Diffraction"; That would be more comprehensive / less confusing.
>
Thomas, thank you very much!
This is very helpful and I've corrected already all the "critical
errors" within both the web.page and the zip-file:
+FE everywhere and M_Spectral_Glass from Prism.inc has changed to
M_Spectral_Filter.
And I will also follow your advises but it might take some time because
literally I just hear RealLife(tm) urgent calling from outside...
... more later
- Ive
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From: Thomas de Groot
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 22 Sep 2012 10:16:53
Message: <505dc855$1@news.povray.org>
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On 22-9-2012 14:04, Ive wrote:
> Thomas, thank you very much!
> This is very helpful and I've corrected already all the "critical
> errors" within both the web.page and the zip-file:
> +FE everywhere and M_Spectral_Glass from Prism.inc has changed to
> M_Spectral_Filter.
> And I will also follow your advises but it might take some time because
> literally I just hear RealLife(tm) urgent calling from outside...
>
> ... more later
>
You are welcome; glad to have been of help. If I find something else
I'll tell you.
I am going to play some more with your macros. There are some
interesting possibilities and the results are very nice.
Thomas
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On 21/09/2012 3:40 PM, Ive wrote:
> Don't say that. I've spend a lot of time making its usage intuitive.
> Maybe I failed but I would welcome feedback on that matter to improve my
> didactic skills - I know that I suck in explaining things.
>
No, no. It is just my time is so limited nowadays. But a direct appeal
for feedback cannot be ignored.
> Aaargh! You are so right! Why the heck does 2048 look so much more
> natural to me ;)
>
Because 2048 is 2^11, I would think.
>> I also like you music and that is saying something from someone who
>> thinks anything after the 18th Century is a bit too modern.
> You've mentioned this before and I still find it surprising. Especially
> since I do listen to almost all kinds of music of different styles and
> era but I'll have to admit that the 18th and 19th century is the deepest
> gap within my musical horizon. Well, I know all the "hits" all the
> symphonies and all the stuff everybody knowns but it fails to touch me.
> On the other hand, just recently I discovered Mozart's string quintets
> and I really do love them. Maybe a question of getting older?
>
>
I might be exaggerating a bit. I don’t like 20th Century “classical”
music with maybe the exception of Benjamin Britain.
You should maybe give Mozart’s piano for 4 hands a listen. Bach and
Handel transport me.
>> Bloody Hell! It sounds like a slow tempo Muppets theme. Tell me that I
>> am wrong. ;-)
>>
> Haven't heard the Muppets theme since over a decade but I guess you are
> not wrong ;)
> Actually the main theme of "Just Like A William Powell" is based on the
> typical "roaring 20ies" Charleston chord progression and I think the
> Muppets-theme uses the same chords.
> But the piano bridge between the verses of "...William Powell" cites a
> famous German tune from the 20ies (or 30ies, not sure) called "Ich
> brauche keine Millionen, mir fehlt kein Pfennig zum Glück" (rough
> translation: "Don't need millions, don't miss a penny for
> happiness/luck". Finally the instrumental part is bases on "Katz' Rag"
> (named after the composer) and this was one of the very first tunes I
> played on acoustic guitar when I was learning ragtime finger-picking
> style. To put it like John Renbourn (one of my favorite British
> guitarists): "I've always tried to play like Big Bill Broonzy - and I'm
> still trying!"
>
Thank you for that. I have just spent about an hour listening to Marika
Rökk. I loved this clip on you tube:
http://www.youtube.com/watch?v=NOc8zFCzxno
> For short, as I have actually nothing to say and do not consider myself
> an artist I do with music the same as I do with my POV-Ray images: pack
> them full with tiny references and citations in an attempt to make them
> appear more interesting,
It works for me.
> but I guess it is not working that way,
I wouldn't say that.
> ....nonetheless I'll keep trying.
>
Good! Please do.
:-D
--
Regards
Stephen
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On 22/09/2012 8:00 PM, Stephen wrote:
>>
>
> No, no. It is just my time is so limited nowadays. But a direct appeal
> for feedback cannot be ignored.
Your Spectral Rendering with the updated instructions is quite simple to
use but I need to work on lights and materials.
I posted an image of one of your favourite beasties in p.b.i. I
decimated the mesh to speed up the rendering time. But actually it was
the settings in the original scene that made it take so long to render.
(It might have been the combination of light fade power, max_trace_level
and mesh)
Anyway I need to get my head round Jamie’s Lightsys etc.
--
Regards
Stephen
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Am 22.09.2012 21:00, schrieb Stephen:
>
> Thank you for that. I have just spent about an hour listening to Marika
> Rökk. I loved this clip on you tube:
> http://www.youtube.com/watch?v=NOc8zFCzxno
>
Wow. Marika Rökk, thats a surprise ;)
Note that this video is part of a documentary and those NS "Kraft durch
Freude" scenes are not part of the movie. Personally I do not like this
kind of editing as especially this movie cannot be considered as NS
propaganda flick - after all it features American jazz and tap-dance!
But on the other hand she did participate in 3rd Reich propaganda movies
and - like Leni Riefenstahl - always claimed that she was just and
artist and did know nothing ...
-Ive
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From: Ive
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 24 Sep 2012 00:34:04
Message: <505fe2bc@news.povray.org>
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Am 22.09.2012 16:16, schrieb Thomas de Groot:
> I am going to play some more with your macros. There are some
> interesting possibilities and the results are very nice.
>
> Thomas
>
Have just seen your TC entry and thought I catch you here. As usual I
enjoyed it to follow the meanwhile familiar personal from Gancaloon but
what immediately did catch my eye: the mud seems to be more shiny than
the gold. In case this is not on purpose (well symbolism and such) you
might want to do something about it ;)
-Ive
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From: Thomas de Groot
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 24 Sep 2012 03:24:49
Message: <50600ac1$1@news.povray.org>
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On 24-9-2012 6:32, Ive wrote:
> Have just seen your TC entry and thought I catch you here. As usual I
> enjoyed it to follow the meanwhile familiar personal from Gancaloon but
> what immediately did catch my eye: the mud seems to be more shiny than
> the gold. In case this is not on purpose (well symbolism and such) you
> might want to do something about it ;)
>
Caught me. You are not wrong indeed. :-)
The problem is the gold. I finally opted to switch the finish{} off as
the result was a white, over shiny mass, and I wanted at least the gold
/colour/ to be visible. Even so, it is not entirely to my taste but as
so often, I get impatient with the scene and want it over with.
One solution would probably be to get some shadow over it in order to
block the direct sun light.
For the gold texture, I used golds_37.inc, similar to golds.inc, only
with srgb instead of rgb.
Thomas
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From: Thomas de Groot
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 24 Sep 2012 04:02:16
Message: <50601388$1@news.povray.org>
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On 24-9-2012 9:24, Thomas de Groot wrote:
The problem is the gold.
Well, I seem to have been wrong with that too. A new test shows that the
finish can nicely be used. It was probably in an earlier stage of scene
building.
I shall make an update of the scene.
Thanks for pushing me :-)
Thomas
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Ive <ive### [at] lilysoft org> wrote:
> Am 22.09.2012 21:00, schrieb Stephen:
> >
> > Thank you for that. I have just spent about an hour listening to Marika
> > Rökk. I loved this clip on you tube:
> > http://www.youtube.com/watch?v=NOc8zFCzxno
> >
> Wow. Marika Rökk, thats a surprise ;)
Well I did enjoy jazz and blues at one time and I can listen to it occasionally.
> Note that this video is part of a documentary and those NS "Kraft durch
> Freude" scenes are not part of the movie.
The last scene being in colour was a bit of a giveaway. :-)
> Personally I do not like this
> kind of editing as especially this movie cannot be considered as NS
> propaganda flick - after all it features American jazz and tap-dance!
I understand you not liking it as it does hark back to those days. But for me it
is a mix of old fashioned movie and naive “health and efficiency” with your
clothes on. Although Jazz was banned in Germany during the NS years. I believe
that Goebbels encouraged a home grown film industry which included German
“Swing” bands.
> But on the other hand she did participate in 3rd Reich propaganda movies
> and - like Leni Riefenstahl - always claimed that she was just and
> artist and did know nothing ...
>
I do sympathise in a way. It is not as if she were pitchforking babies into a
truck, just keeping up moral of the folk at home.
Anyway I cannot get that tune out of my head. I am sure that I have heard it in
English from about the same period.
Stephen
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From: Thomas de Groot
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 24 Sep 2012 10:02:36
Message: <506067fc$1@news.povray.org>
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Done a new render with finish{} added to the gold.
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> Done a new render with finish{} added to the gold.
>
How about a bit more red and a couple of small lens flares?
Stephen
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From: Thomas de Groot
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 25 Sep 2012 02:51:38
Message: <5061547a$1@news.povray.org>
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On 24-9-2012 16:26, Stephen wrote:
>
> How about a bit more red and a couple of small lens flares?
>
As far as the texture is concerned, I just took one of the golds
available in the golds.inc. Possibly others contain more or less red. I
think I shall keep it as is.
I am not too keen on lens flares, especially in this context. I have
been musing about some blooming or even stars, but in the end abandoned
the idea as a bit too artificial.
Thomas
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Hi all,
following Thomas' advice I have rewritten the "Spectral Rendering" page
and hope it is now more comprehensive.
As soon as I'll find the time there is more to come ...
-Ive
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From: Ive
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 25 Sep 2012 14:10:05
Message: <5061f37d@news.povray.org>
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Am 24.09.2012 16:02, schrieb Thomas de Groot:
> Done a new render with finish{} added to the gold.
>
Hm, I fail to notice any improvement :(
Having not used any of the standard texture include files myself since
decades I took a quick look at golds.inc and assume you did replace the
P_Gold statements by
#declare P_Gold1 = srgb CVect1;
...and so on, right?
Well, I have sworn to keep my mouth shut on this topic but I simply
can't help it. As I have stated multiple times all "color math" works
only as expected within a linear color space (and doing this kind of
math myself very often is one of the reasons I advocate for
assumed_gamma 1.0 since decades).
Now the author of golds.inc does apply a lot of mathematical operations
on this declared color vectors afterwards - but when this vectors are
already defined as non-linear srgb values all these operations are
pretty pointless and the final textures will never look like expected.
And to get even a bit on topic ;) you might find the M_Gold macro with
its sub-macro calls that are used for *Preview* rendering useful (and
with a high reflective value like M_Gold(0.9) ) as they give under all
lighting conditions fairly realistic results.
-Ive
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From: Thomas de Groot
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 26 Sep 2012 03:52:18
Message: <5062b432$1@news.povray.org>
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On 25-9-2012 20:08, Ive wrote:
> Hm, I fail to notice any improvement :(
Well, I did, some... :-)
>
> Having not used any of the standard texture include files myself since
> decades I took a quick look at golds.inc and assume you did replace the
> P_Gold statements by
> #declare P_Gold1 = srgb CVect1;
> ...and so on, right?
Yep.
>
> Well, I have sworn to keep my mouth shut on this topic but I simply
> can't help it. As I have stated multiple times all "color math" works
> only as expected within a linear color space (and doing this kind of
> math myself very often is one of the reasons I advocate for
> assumed_gamma 1.0 since decades).
> Now the author of golds.inc does apply a lot of mathematical operations
> on this declared color vectors afterwards - but when this vectors are
> already defined as non-linear srgb values all these operations are
> pretty pointless and the final textures will never look like expected.
In fact, I do not see any difference, but I see your point.
>
> And to get even a bit on topic ;) you might find the M_Gold macro with
> its sub-macro calls that are used for *Preview* rendering useful (and
> with a high reflective value like M_Gold(0.9) ) as they give under all
> lighting conditions fairly realistic results.
So... where is this M_Gold() located? I cannot find it :-(
Thomas
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From: Thomas de Groot
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 26 Sep 2012 04:13:36
Message: <5062b930$1@news.povray.org>
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On 26-9-2012 9:52, Thomas de Groot wrote:
> So... where is this M_Gold() located? I cannot find it :-(
OK. Found it. My brain is sluggish (it's Wednesday, don't ask me why).
Thomas
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From: Thomas de Groot
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 28 Sep 2012 04:05:15
Message: <50655a3b$1@news.povray.org>
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On 25-9-2012 20:08, Ive wrote:
> And to get even a bit on topic ;) you might find the M_Gold macro with
> its sub-macro calls that are used for *Preview* rendering useful (and
> with a high reflective value like M_Gold(0.9) ) as they give under all
> lighting conditions fairly realistic results.
I patched in an updated gold nugget bowl with M_Gold(0.9). I first tried
a reflectance of 0.5 to see the difference.
Thanks for pointing me to the macros. I shall return to them in future
scenes I am sure.
Thomas
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From: Ive
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 28 Sep 2012 08:34:17
Message: <50659949$1@news.povray.org>
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Am 28.09.2012 10:05, schrieb Thomas de Groot:
> I patched in an updated gold nugget bowl with M_Gold(0.9). I first tried
> a reflectance of 0.5 to see the difference.
>
Looks better, methinks ;)
The problem with most of these "old" texture definitions is not only the
rgb vs. srgb problem. They are simply designed at a time when nobody was
using radiosity or HDR-lighting (i.e. not necessarily HDRI but
light_sources with emitting values higher than 1.0). For example
golds.inc uses an ambient term for the color *calculation* but ambient
(as part of the finish) gets meanwhile switched off as soon radiosity is
used.
I'm always did find it easier to use textures that come close to real
world physics (within the limitations of raytracing) and as such do work
under all lighting conditions (conventional with/without radiosity and
radiosity only) instead of tweaking a texture every time I use it.
To me this is not so much about photorealism, it is more about laziness ;)
-Ive
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From: Thomas de Groot
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 28 Sep 2012 10:03:05
Message: <5065ae19$1@news.povray.org>
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On 28-9-2012 14:33, Ive wrote:
> Am 28.09.2012 10:05, schrieb Thomas de Groot:
>> I patched in an updated gold nugget bowl with M_Gold(0.9). I first tried
>> a reflectance of 0.5 to see the difference.
>>
> Looks better, methinks ;)
Yes, it does indeed.
> The problem with most of these "old" texture definitions is not only the
> rgb vs. srgb problem. They are simply designed at a time when nobody was
> using radiosity or HDR-lighting (i.e. not necessarily HDRI but
> light_sources with emitting values higher than 1.0). For example
> golds.inc uses an ambient term for the color *calculation* but ambient
> (as part of the finish) gets meanwhile switched off as soon radiosity is
> used.
I fully agree. Normally, I rarely use the "out of the box" textures and
prefer to brew my own. Only for those special cases like gold I am
rather unsure and tend to use something available, forgetting that they
are often far from up-to-date.
> I'm always did find it easier to use textures that come close to real
> world physics (within the limitations of raytracing) and as such do work
> under all lighting conditions (conventional with/without radiosity and
> radiosity only) instead of tweaking a texture every time I use it.
You are privileged to know what you are talking about :-)
> To me this is not so much about photorealism, it is more about laziness ;)
An acceptable way of life ;-)
Thomas
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From: clipka
Subject: Re: Spectral Rendering with POV-Ray: comments on the tutorial
Date: 29 Sep 2012 21:10:02
Message: <50679bea$1@news.povray.org>
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Am 28.09.2012 14:33, schrieb Ive:
> I'm always did find it easier to use textures that come close to real
> world physics (within the limitations of raytracing) and as such do work
> under all lighting conditions (conventional with/without radiosity and
> radiosity only) instead of tweaking a texture every time I use it.
> To me this is not so much about photorealism, it is more about laziness ;)
+1
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Ive <ive### [at] lilysoft org> wrote:
> The animation feature of POV-Ray can be used to make it a spectral
> render engine. The basic idea is to render a set of gray-scale images
> - each representing a specific wavelength - and finally combine them
> using the CIE color match function.
> To simplify this task I have created a few POV-Ray SDL scripts and some
> examples.
> You'll find the download link, some images and more explanation here:
>
> http://www.lilysoft.org/CGI/SR/Spectral%20Render.htm
>
> -Ive
Would this help POV to render caustics any faster?
I ask this because I could not after all my attempts get POV-Ray to render some
caustics scene with chromatic dispersion as fast as Lux Render did (Lux uses
spectral rendering)other than that I would have been so happy to use POV because
of so many other features, but for this particular scene, the speed issue was
really too high of a bottleneck, preventing it to keep the same quality between
the two renderers.
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Am 01.01.2013 22:23, schrieb Mr:
> Ive <ive### [at] lilysoft org> wrote:
>> The animation feature of POV-Ray can be used to make it a spectral
>> render engine. The basic idea is to render a set of gray-scale images
>> - each representing a specific wavelength - and finally combine them
>> using the CIE color match function.
>> To simplify this task I have created a few POV-Ray SDL scripts and some
>> examples.
>> You'll find the download link, some images and more explanation here:
>>
>> http://www.lilysoft.org/CGI/SR/Spectral%20Render.htm
>>
>> -Ive
>
> Would this help POV to render caustics any faster?
>
> I ask this because I could not after all my attempts get POV-Ray to render some
> caustics scene with chromatic dispersion as fast as Lux Render did (Lux uses
> spectral rendering)other than that I would have been so happy to use POV because
> of so many other features, but for this particular scene, the speed issue was
> really too high of a bottleneck, preventing it to keep the same quality between
> the two renderers.
I'm not sure how Lux does it, but here's one optimization I could
imagine, which POV-Ray currently doesn't do:
When the generated photon map is evaluated for a dispersed (and hence
monochromatic) ray from the camera, dispersed (and hence also
monochromatic) photons with a different wavelength could theoretically
be ignored (and those typically are a lot if you make ample use of
high-quality dispersion).
In POV-Ray, the fact that a photon was subject to dispersion (and hence
is monochromatic) is forgotten in the stored photons map; such photons
are instead stored just like normal non-dispersed colored photons. Thus,
POV-Ray needs to evaluate each and every photon even for monochromatic rays.
As Ive's approach only deals with one single wavelength per render
anyway, it automatically gets that optimization for free. However, for
non-dispersed rays and photons it loses a lot in terms of performance,
as it needs to trace such rays and photons over and over again for each
wavelength even though their trajectory is the same for all wavelengths.
Hard-coding this optimization into POV-Ray should be no big deal; it
doesn't even need full-fledged spectral color math to work. It would
probably increase the photons map memory footprint by 20% though.
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clipka <ano### [at] anonymous org> wrote:
> Am 01.01.2013 22:23, schrieb Mr:
> > Ive <ive### [at] lilysoft org> wrote:
> >> The animation feature of POV-Ray can be used to make it a spectral
> >> render engine. The basic idea is to render a set of gray-scale images
> >> - each representing a specific wavelength - and finally combine them
> >> using the CIE color match function.
> >> To simplify this task I have created a few POV-Ray SDL scripts and some
> >> examples.
> >> You'll find the download link, some images and more explanation here:
> >>
> >> http://www.lilysoft.org/CGI/SR/Spectral%20Render.htm
> >>
> >> -Ive
> >
> > Would this help POV to render caustics any faster?
> >
> > I ask this because I could not after all my attempts get POV-Ray to render some
> > caustics scene with chromatic dispersion as fast as Lux Render did (Lux uses
> > spectral rendering)other than that I would have been so happy to use POV because
> > of so many other features, but for this particular scene, the speed issue was
> > really too high of a bottleneck, preventing it to keep the same quality between
> > the two renderers.
>
> I'm not sure how Lux does it, but here's one optimization I could
> imagine, which POV-Ray currently doesn't do:
>
> When the generated photon map is evaluated for a dispersed (and hence
> monochromatic) ray from the camera, dispersed (and hence also
> monochromatic) photons with a different wavelength could theoretically
> be ignored (and those typically are a lot if you make ample use of
> high-quality dispersion).
>
> In POV-Ray, the fact that a photon was subject to dispersion (and hence
> is monochromatic) is forgotten in the stored photons map; such photons
> are instead stored just like normal non-dispersed colored photons. Thus,
> POV-Ray needs to evaluate each and every photon even for monochromatic rays.
>
> As Ive's approach only deals with one single wavelength per render
> anyway, it automatically gets that optimization for free. However, for
> non-dispersed rays and photons it loses a lot in terms of performance,
> as it needs to trace such rays and photons over and over again for each
> wavelength even though their trajectory is the same for all wavelengths.
>
> Hard-coding this optimization into POV-Ray should be no big deal; it
> doesn't even need full-fledged spectral color math to work. It would
> probably increase the photons map memory footprint by 20% though.
Thanks! Your explanation is so clear! I would vote for the speed optimization as
I have so much RAM, but I would understand if others disagree. In which case I
would never be able to finish that stupid render. It's not even pretty, just a
comparative test :-)
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