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Well, I don't have a Quad-Alpha, in fact I don't have the fastest
computer here by a LONG shot, but it is faster than yours, and I don't
mind 6-8 hour renders. Send me the files...I'll render it for you.
Steve
Spider wrote:
>
> Hi, I've been working some with a glass object(a tree, recursed pretty low only
> a few hundred objects.) using a fairly high IOR and some caustics, I had planned
> to do a check of what the photon-mapping would add to this, but with a render
> time at 6pps as it's best in normal POV, I can hardly get it finished..
> I need to use AA, or it looks crap, but does anyone have some good AA settings
> for a render that won't take the highest of times to use ?
>
> Theese are my ini settings
> Width=512
> Height=384
> Antialias=On
> Antialias_Threshold=0.3
> sampling_method=1
> antialias_depth = 4
> jitter=on
> jitter_amount = 1
>
> I want it in 512x368 so I can do a quality study of differences that won't be
> noticeable in lower resolutions, but to wait 8-9 hours for a render that isn't
> really good ??
> I had some fairly nice looking textures in there as well, taht have been
> discarded, a bozo between reflecting and transparent texture takes _TIME_ to
> render. is it possible to speed that one up?
>
> I only have one light_source, a spotlight fairly high up, I use a sky_sphere, to
> get a background that will work nicely, so one can see the light breaking
> through it. i have a textured sphere as a floor, since the advanced texture on
> it made a plane _soooo_ slow.
>
> Yes, I have textures that are problematic to render, since I wanted to see how
> ligh broke the views, but this effect is almost silly...
>
> I can post the source here, if anyone think they can help me with this.
> Or, does anyone here have a quad-alpha, or anything higher than a p166 that htey
> have connected to internet, freely giving access to me to run POV on it?
> Probably not, but I thought it worth asking :-)
>
> --
> //Spider
> ( spi### [at] bahnhofse ) [ http://www.bahnhof.se/~spider/ ]
> #declare life = rand(seed(42))*sqrt(-1);
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