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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}}
>
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