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daishi <das### [at] x-press net> wrote:
: This is a multi-part message in MIME format.
Please don't send mime-encoded messages nor binary attachments to a
non-binaries group.
Thanks.
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main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
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daishi <das### [at] x-press net> wrote...
> b) never stops building the map, it gets to about 78500 photons hit the
> object and then it just continues to shoot photons, but the number of
> photons that actully strike the object never goes up and it just keeps
> shooting photons at it until it runs out of memory (it tried to
> allocated 327mb for the photon map)
If you're using spacing (as opposed to count), use a larger spacing. Also,
try manually bounding the object (as previously suggested, and make sure you
tell POV not to remove your manual bounds). Finally, use an autostop of 0.5
or so. Autostop of zero doesn't work because the object has a hole in the
middle. If the photons quit striking the object, POV shouldn't try to
allocate any more memory. WinMegaPov displays a total number of photons as
it builds the map, and if that number stops going up (meaning that the
remaining photons are missing their target), you shouldn't get any more
memory allocated for the photon map.
-Nathan
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I tried setting the spacing to 1, and the autostop to .5 (oh btw if I use count
it doesn't generate the photon map either, I've even tried 2 million photons and
it still wouldn't generate the map)
about 38k photons hit the object, and it just keeps shooting them forever
(meaning the amount of photons that actully strike the object never goes up)
it seems if I specifiy an autostop greater then 0 it will continue to shoot
photons at the object for an infinate amount of time, if I specifiy autostop 0
though it doesn't even build the photon maps....
ugh, I don't have any infinate objects in my scene, just 2 polygon mesh's the
object and the floor, and just to be sure the floor wasn't the problem I put
ignore_photons in the object declaration
Nathan Kopp wrote:
> daishi <das### [at] x-press net> wrote...
> > b) never stops building the map, it gets to about 78500 photons hit the
> > object and then it just continues to shoot photons, but the number of
> > photons that actully strike the object never goes up and it just keeps
> > shooting photons at it until it runs out of memory (it tried to
> > allocated 327mb for the photon map)
>
> If you're using spacing (as opposed to count), use a larger spacing. Also,
> try manually bounding the object (as previously suggested, and make sure you
> tell POV not to remove your manual bounds). Finally, use an autostop of 0.5
> or so. Autostop of zero doesn't work because the object has a hole in the
> middle. If the photons quit striking the object, POV shouldn't try to
> allocate any more memory. WinMegaPov displays a total number of photons as
> it builds the map, and if that number stops going up (meaning that the
> remaining photons are missing their target), you shouldn't get any more
> memory allocated for the photon map.
>
> -Nathan
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daishi <das### [at] x-press net> wrote:
: about 38k photons hit the object, and it just keeps shooting them forever
Have you bounded the object?
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):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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yup....I'm just about out of ideas, I think I might just give up on getting
photon mapping to work and go back to bmrt.....sigh...
Warp wrote:
> daishi <das### [at] x-press net> wrote:
> : about 38k photons hit the object, and it just keeps shooting them forever
>
> Have you bounded the object?
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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daishi <das### [at] x-press net> wrote...
> yup....I'm just about out of ideas, I think I might just give up on
getting
> photon mapping to work and go back to bmrt.....sigh...
>
Before you give up... there is a bug in MegaPov 0.4 that causes similar
problems (but in other circumstances) that has been fixed for 0.5. If you
could email me the whole scene (maybe a low-triangle version or one where
you use a POV torus primative instead of the mesh object), I'll do my best
to track down the bug and fix it if it still is there.
-Nathan
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I've zipped it up, it comes out to a little bit over 2mb, you still want me to
send it?
Nathan Kopp wrote:
> daishi <das### [at] x-press net> wrote...
> > yup....I'm just about out of ideas, I think I might just give up on
> getting
> > photon mapping to work and go back to bmrt.....sigh...
> >
>
> Before you give up... there is a bug in MegaPov 0.4 that causes similar
> problems (but in other circumstances) that has been fixed for 0.5. If you
> could email me the whole scene (maybe a low-triangle version or one where
> you use a POV torus primative instead of the mesh object), I'll do my best
> to track down the bug and fix it if it still is there.
>
> -Nathan
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daishi <das### [at] x-press net> wrote...
> I've zipped it up, it comes out to a little bit over 2mb, you still want
me to
> send it?
>
Is there any way you could export a version of the mesh with a lower polygon
count?
or give the size/coordinates of the object so that I could substitute a
torus in its place?
-Nathan
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I did specify a bounding box for the object , that should give you the size of
the object no?
Nathan Kopp wrote:
> daishi <das### [at] x-press net> wrote...
> > I've zipped it up, it comes out to a little bit over 2mb, you still want
> me to
> > send it?
> >
>
> Is there any way you could export a version of the mesh with a lower polygon
> count?
> or give the size/coordinates of the object so that I could substitute a
> torus in its place?
>
> -Nathan
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origin point for the object 4.5,8.5,-4
major radius 25.1501
minor radius 8.5
(I may have switched the major and minor radius by accident)
daishi wrote:
> I did specify a bounding box for the object , that should give you the size of
> the object no?
>
> Nathan Kopp wrote:
>
> > daishi <das### [at] x-press net> wrote...
> > > I've zipped it up, it comes out to a little bit over 2mb, you still want
> > me to
> > > send it?
> > >
> >
> > Is there any way you could export a version of the mesh with a lower polygon
> > count?
> > or give the size/coordinates of the object so that I could substitute a
> > torus in its place?
> >
> > -Nathan
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