POV-Ray : Newsgroups : povray.binaries.images : HELP!!!! : Re: HELP!!!! Server Time
15 Nov 2024 12:13:10 EST (-0500)
  Re: HELP!!!!  
From: Flaming Monarch
Date: 28 Jun 2003 19:36:14
Message: <3efe266e@news.povray.org>
Also my image that i'm posting is the source, ty

Flaming Monarch wrote:
> I killed povray!!!
> 
> Can someone help me render a scene,
> I am working on this abstract thing and i am trying to render it but its 
> taking forever.
> Will someone with a fast processor or way of rendering help me...
> Or maybe some help taking time off rendering...
> I like the scene as is so anything that is not destructive to the way it 
> looks or renders would be great.
> I would love it so much if it could be 1024-768 aa 0.3
> 
> Thanks Tonnes!!!!
> 
> 
> 
> 
> Source
> 
> 
> 
> #declare Radiosity=on
> ;
> 
> global_settings {
>   assumed_gamma 1.0
>   //max_trace_level 25
>   #if (Radiosity)
>     radiosity {
>       pretrace_start 0.08           // start pretrace at this size
>       pretrace_end   0.04           // end pretrace at this size
>       count 35                      // higher -> higher quality 
> (1..1600) [35]
>       nearest_count 5               // higher -> higher quality (1..10) [5]
>       error_bound 1.8               // higher -> smoother, less accurate 
> [1.8]
>       recursion_limit 3             // how much interreflections are 
> calculated (1..5+) [3]
>       low_error_factor .5           // reduce error_bound during last 
> pretrace step
>       gray_threshold 0.0            // increase for weakening colors 
> (0..1) [0]
>       minimum_reuse 0.015           // reuse of old radiosity samples 
> [0.015]
>       brightness 1                  // brightness of radiosity effects 
> (0..1) [1]
> 
>       adc_bailout 0.01/2
>       //normal on                   // take surface normals into account 
> [off]
>       //media on                    // take media into account [off]
>       //save_file "file_name"       // save radiosity data
>       //load_file "file_name"       // load saved radiosity data
>       //always_sample off           // turn sampling in final trace off 
> [on]
>       //max_sample 1.0              // maximum brightness of samples
>     }
>   #end
> }
> 
> 
> 
> 
> 
> 
> 
> 
> //-------------- Includes
> 
> #include "colors.inc"   
> #include "textures.inc"   
> #include "metals.inc"
> 
> 
> //----------------------------      Variables for size and seed
>    #declare R = seed(12);
>    #declare num_spheres = 40;
>    #declare area=10;
>    #declare min_size = .15;
>    #declare max_size = .35;
> //-----------------------------
> 
> 
> #declare thing = sphere_sweep {
>    //linear_spline | b_spline | cubic_spline
>    cubic_spline
> 
>    num_spheres,
> 
>    #declare i = 0;
>    #declare start_pos = <rand(R)*area-(area/2), rand(R)*area-(area/2), 
> rand(R)*area-(area/2)>;
> 
>    start_pos, rand(R)*(max_size - min_size)+min_size,
> 
>    #while (i<num_spheres - 2)
>       #declare s_size = rand(R)*(max_size - min_size)+min_size;
>       <rand(R)*area-(area/2), rand(R)*area-(area/2), 
> rand(R)*area-(area/2)>, s_size,
>       #declare i = i + 1;
>    #end
> 
>    start_pos, rand(R)*(max_size - min_size)+min_size
> 
>    //no_shadow
> 
> }
> 
> //-------------------------------
> 
> object {thing  texture {T_Chrome_2E }}
> 
> //-------------------------------------------
> 
> /*light_source {
>   0*x
>   color rgb <1,1,1>
>   translate <0, 10, -10>
> }  */
> 
> light_source {
>   0*x                 // light's position (translated below)
>   color rgb 1.0       // light's color
>   area_light
>   <8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
>   4, 4                // total number of lights in grid (4x*4z = 16 lights)
>   adaptive 4          // 0,1,2,3...
>   jitter              // adds random softening of light
>   circular            // make the shape of the light circular
>   orient              // orient light
>   translate <40, 80, -40>   // <x y z> position of light
> 
> }
> camera {
>     location  <0,1.5,-8.5>
>    look_at <0, 0, 0>
> }
> 
> //--------------------------------------------        Extra Scene objects
> sky_sphere {  pigment {   White} }
> //    gradient y
> //    color_map {
> //      [0.0 rgb <0.6,0.7,1.0>]
> //      [0.7 rgb <0.0,0.1,0.8>]
> //    }
> //  }
> //}
> 
> /*
> plane {
>   y, -1.5
>   pigment { color rgb <0.7,0.5,0.5> }
> }
>    */
> 
>    plane {
>   y, -3.5
> //pigment{White}
>     texture {
>     pigment { rgb <1,1,1 > }
>     finish {
>         ambient 0
>         diffuse 0
>         reflection .3
>         brilliance 0
>         specular 1
>         roughness 1
>     }
> }
>   }
> 
> //------------------------------------------
> 
> 
> #declare thin = union {
> 
> torus {
>   0.8,
>   0.2
> scale y*1
> }
> 
> torus {
>   0.8,
>   0.2
> scale z*2
> rotate x*90
> }
> 
>   }
>   #declare thig2 = union {
> object{thin scale 1 texture {T_Chrome_2D}//no_shadow
> rotate z*0}
> object{thin scale 1.2 texture {T_Chrome_2E}//no_shadow
> rotate z*45}
> object{thin scale 1.4 texture {T_Chrome_3A}//no_shadow
> rotate z*90}
> object{thin scale 1.6 texture {T_Chrome_4B}//no_shadow
> rotate z*135}
> object{thin scale 1.8 texture {T_Chrome_4C}// no_shadow
> rotate z*180}
> object{thin scale 2 texture {T_Chrome_2A}//no_shadow
> rotate z*225}
> object{thin scale 2.2 texture {T_Chrome_2B}//no_shadow
> rotate z*270}
> object{thin scale 2.4 texture {T_Chrome_2C}//no_shadow
> rotate z*315}
> }
> 
> object {thig2  }
> 
>  //sphere { <0, -2.5, 5>, 1 pigment {Red}}
>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.