POV-Ray : Newsgroups : povray.unofficial.patches : Help with megapov 0.3 photons Server Time
2 Sep 2024 08:17:10 EDT (-0400)
  Help with megapov 0.3 photons (Message 1 to 5 of 5)  
From: Psychomek
Subject: Help with megapov 0.3 photons
Date: 1 Mar 2000 05:34:44
Message: <38BCF596.A617FECD@cyberhighway.net>
Hi, i made a scene similar to one in p.b.i.  I shoot the photons at it
and after 51 minutes of shooting my computer hangs up.   last i saw it
built a map of over 5million photons.

here is the Scene file


//  Persistence of Vision Raytracer V3.1
//  World definition file.
//
//  Contains 1 lights, 2 materials and 45 primitives.
//
//  This file was generated for POV-Ray V3.1 by
//  Moray V3.2 For Windows Copyright (c) 1993-2000 Lutz + Kretzschmar
//

//  Date : 02/29/2000    (29.02.2000)
//

/*
  The text between these two comments is in MorayPOV.INC and is
  automatically included in all POV files that Moray exports.
*/

default {
  texture {
    pigment { rgb <1,0,0> }
  }
}

/* // Scene Comment

This scene was created with Moray For Windows.

*/ // End Scene Comment

global_settings {
  adc_bailout 0.003922
  ambient_light <1.0,1.0,1.0>
  assumed_gamma 1.9
  hf_gray_16 off
  irid_wavelength <0.247059,0.176471,0.137255>
  max_intersections 64
  max_trace_level 10
  number_of_waves 10
  radiosity {
    brightness       3.3
    count            100
    distance_maximum 0.0
    error_bound      0.4
    gray_threshold   0.5
    low_error_factor 0.8
    minimum_reuse    0.015
    nearest_count    6
    recursion_limit  1
  }
   #declare phd=0.01;
   photons{
    gather 20, 100
    radius 0.1*phd, 2, 2//, 0.1*phd
    autostop 0
    jitter .4
    expand_thresholds 0.2, 40
     }
}

background { color <0.000,0.000,0.000> }

camera {  //  Camera StdCam
  location  <    -12.704,     -19.561,      15.000>
  sky       <    0.00000,     0.00000,     1.00000> // Use right
handed-system
  up        <        0.0,         0.0,         1.0> // Where Z is up
  right     <    1.35836,         0.0,         0.0> // Right Vector is
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect
ratio
  angle         40.00000    // Vertical      30.000
  look_at   <      0.000,       0.000,       0.000>
}

//
// *******  L I G H T S *******
//

light_source {   // Light1
  <0.0, 0.0, 0.0>
  color rgb <1.000, 1.000, 1.000>
  translate  <0.0, -20.0, 20.0>
}


//
// ********  MATERIALS  *******
//

#include "bottle.inc"


//
// ********  REFERENCED OBJECTS  *******
//



//
// ********  OBJECTS  *******
//

union { // Group002
  disc { // Disc001
    <0,0,0>, <0,0,1>, 1.0
    scale 0.394299
    translate  -4.633111*z
  }
  sphere { // Sphere001
    <0,0,0>,1
    scale 0.02
    translate  <-0.241545, -0.262249, -4.63311>
  }
  sphere { // Sphere002
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <-0.279596, -0.221234, -4.63311>
  }
  sphere { // Sphere006
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <-0.356236, -0.01464, -4.63311>
  }
  sphere { // Sphere008
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <-0.343324, 0.09616, -4.63311>
  }
  sphere { // Sphere005
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <-0.34956, -0.070187, -4.63311>
  }
  sphere { // Sphere003
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <-0.310762, -0.174772, -4.63311>
  }
  sphere { // Sphere009
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <-0.324055, 0.148683, -4.63311>
  }
  sphere { // Sphere007
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <-0.35414, 0.041268, -4.63311>
  }
  sphere { // Sphere004
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <-0.334276, -0.124006, -4.63311>
  }
  sphere { // Sphere010
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <-0.296806, 0.197546, -4.63311>
  }
  sphere { // Sphere011
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <-0.262249, 0.241545, -4.63311>
  }
  sphere { // Sphere012
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <-0.221234, 0.279596, -4.63311>
  }
  sphere { // Sphere013
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <-0.174772, 0.310762, -4.63311>
  }
  sphere { // Sphere014
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <-0.124006, 0.334276, -4.63311>
  }
  sphere { // Sphere015
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <-0.070187, 0.34956, -4.63311>
  }
  sphere { // Sphere016
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <-0.01464, 0.356236, -4.63311>
  }
  sphere { // Sphere017
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <0.041268, 0.35414, -4.63311>
  }
  sphere { // Sphere018
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <0.09616, 0.343324, -4.63311>
  }
  sphere { // Sphere019
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <0.148683, 0.324055, -4.63311>
  }
  sphere { // Sphere020
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <0.197546, 0.296806, -4.63311>
  }
  sphere { // Sphere021
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <0.241545, 0.262249, -4.63311>
  }
  sphere { // Sphere022
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <0.279596, 0.221234, -4.63311>
  }
  sphere { // Sphere023
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <0.310762, 0.174772, -4.63311>
  }
  sphere { // Sphere024
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <0.334276, 0.124006, -4.63311>
  }
  sphere { // Sphere025
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <0.34956, 0.070187, -4.63311>
  }
  sphere { // Sphere026
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <0.356236, 0.01464, -4.63311>
  }
  sphere { // Sphere027
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <0.35414, -0.041268, -4.63311>
  }
  sphere { // Sphere028
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <0.343324, -0.09616, -4.63311>
  }
  sphere { // Sphere029
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <0.324055, -0.148683, -4.63311>
  }
  sphere { // Sphere030
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <0.296806, -0.197546, -4.63311>
  }
  sphere { // Sphere031
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <0.262249, -0.241545, -4.63311>
  }
  sphere { // Sphere032
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <0.221234, -0.279596, -4.63311>
  }
  sphere { // Sphere033
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <0.174772, -0.310762, -4.63311>
  }
  sphere { // Sphere034
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <0.124006, -0.334276, -4.63311>
  }
  sphere { // Sphere035
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <0.070187, -0.34956, -4.63311>
  }
  sphere { // Sphere037
    <0,0,0>,1
    scale 0.02
    rotate -0.0*z
    translate  <-0.041268, -0.35414, -4.63311>
  }
  sphere { // Sphere038
    <0,0,0>,1
    scale 0.02
    rotate -90.0*z
    translate  <-0.09616, -0.343324, -4.63311>
  }
  sphere { // Sphere039
    <0,0,0>,1
    scale 0.02
    rotate 180.0*z
    translate  <-0.148683, -0.324055, -4.63311>
  }
  sphere { // Sphere040
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <-0.197546, -0.296806, -4.63311>
  }
  sphere { // Sphere036
    <0,0,0>,1
    scale 0.02
    rotate 90.0*z
    translate  <0.01464, -0.356236, -4.63311>
  }
  material {
    Bottle
  }
  scale 3.193036
  translate  10.124204*z
}


plane { // Plane001
  z,0
  material {
    check1
    scale 0.25
  }
  scale 4.333271
  translate  -4.653365*z
  photons {
    separation 0.02*phd
    refraction on
    ignore_photons
  }
}


//
// Include file contains 'RotSweep001'
//
#include "bottle.in1"
#declare RotSweep001 = object {
  RotSweep001_Raw
  scale <1.0, 1.0, 2.0>
}
union { // Group001
  object { RotSweep001 }
  torus { // Torus001
    1.025, 0.025  rotate -x*90
    scale 1.25
    rotate -67.163139*z
    translate  3.94*z
  }
  material {
    Bottle
  }
  photons {
    separation 0.02*phd
    refraction on
    ignore_photons
  }
}




Please help!


Post a reply to this message

From: Nieminen Juha
Subject: Re: Help with megapov 0.3 photons
Date: 1 Mar 2000 05:45:20
Message: <38bcf4bf@news.povray.org>
Psychomek <psy### [at] cyberhighwaynet> wrote:
:   radiosity {
:     brightness       3.3
:     count            100
:     distance_maximum 0.0
:     error_bound      0.4
:     gray_threshold   0.5
:     low_error_factor 0.8
:     minimum_reuse    0.015
:     nearest_count    6
:     recursion_limit  1
:   }

  I don't know about the photon mapping, but this looks a lot like the
radiosity style in the official povray. Are you aware that the radiosity
has changed a lot in megapov and that you should specify those parameters
in a very different way?


-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


Post a reply to this message

From: Psychomek
Subject: Re: Help with megapov 0.3 photons
Date: 1 Mar 2000 08:55:56
Message: <38BD24C1.1DD7E645@cyberhighway.net>
Nieminen Juha wrote:

> Psychomek <psy### [at] cyberhighwaynet> wrote:
> :   radiosity {
> :     brightness       3.3
> :     count            100
> :     distance_maximum 0.0
> :     error_bound      0.4
> :     gray_threshold   0.5
> :     low_error_factor 0.8
> :     minimum_reuse    0.015
> :     nearest_count    6
> :     recursion_limit  1
> :   }
>
>   I don't know about the photon mapping, but this looks a lot like the
> radiosity style in the official povray. Are you aware that the radiosity
> has changed a lot in megapov and that you should specify those parameters
> in a very different way?
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/

I have never played with the radiosity any any suggestions on it?


Post a reply to this message

From: Nieminen Juha
Subject: Re: Help with megapov 0.3 photons
Date: 1 Mar 2000 11:13:05
Message: <38bd4190@news.povray.org>
Psychomek <psy### [at] cyberhighwaynet> wrote:
: I have never played with the radiosity any any suggestions on it?

  Yes: Don't use it until you really need it.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


Post a reply to this message

From: Nathan Kopp
Subject: Re: Help with megapov 0.3 photons
Date: 1 Mar 2000 16:58:59
Message: <38bd92a3$1@news.povray.org>
Psychomek <psy### [at] cyberhighwaynet> wrote...

>    #declare phd=0.01;

Set phd to 0.1 or maybe even 1.0 or higher.  The higher phd you use, the
fewer photons you'll get.  If you've got around 100,000 photons (or even
50,000), you should get fairly good results.  More photons than that is
usually overkill, unless you're rendering at 1240x1024 or higher.

-Nathan


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