POV-Ray : Newsgroups : povray.newusers : Taking waay to long to render this... : Taking waay to long to render this... Server Time
30 Jul 2024 04:10:50 EDT (-0400)
  Taking waay to long to render this...  
From: Soace Munky
Date: 15 Oct 2004 02:46:07
Message: <416f722f@news.povray.org>
I made a few ojects out of glass material with photons...is this a good 
idea? I chose the Crystal material from Moray, just because I dont know 
what Im going in POVray with textures yet.
Its been rendering for the past half hour...and its a slice of the 
original image focused on one part...Im not even using photons.
Would it be a good idea to reduce the transparency of the material in 
order to speed up the rendering? I just wanted to experiment with 
photons and they new 3.6 caustics, but its taking way to long to be of 
any use. Would disabling radiosity be the only answer?
Any tips on improving with time?
Any help greatly appreciated.
Drey.

if anybodys curious, this is a part of waht im doing...
default {
   texture {
     pigment { rgb <1,0,0> }
   }
}

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
   }
}

background { color <0.000,0.000,0.000> }

camera {  //  Camera Camera01
   location  <     -4.257,      -6.150,       5.035>
   sky       <    0.00000,     0.00000,     1.00000> // Use right 
handed-system
   up        <        0.0,         0.0,         1.0> // Where Z is up
   right     <    1.33400,         0.0,         0.0> // Right Vector is 
adjusted to compensate for spherical (Moray) vs. planar (POV-Ray) aspect 
ratio
   angle          6.69718    // Vertical       5.023
   look_at   <      0.002,       0.017,       2.909>
}

light_source {   // Arealight Arealight001
   <0.0, 0.0, 0.0>
   color rgb <1.000, 1.000, 1.000>
   area_light <2.000, 0.000, 0.000>, <0.000, 2.000, 0.000>, 20, 20
   adaptive 1
   jitter
   scale <20.0, 20.0, 1.0>
   translate  20.0*z
}


light_source {   // Light001
   <0.0, 0.0, 0.0>
   color rgb <1.000, 1.000, 1.000>
   translate  <-1.823118, -11.75379, 10.816377>
}

  #declare Crystal =
    material  // Crystal
    {
       texture
       {
          pigment
          {
             color rgbf <0.98, 0.98, 0.98, 0.9>
          }
          finish
          {
             ambient 0.1
             diffuse 0.1
             phong 1.0
             phong_size 100.0
             specular 0.8
             roughness 0.0003
             reflection 0.1
          }
       }
       interior
       {
          ior 1.45
       }
    }
#declare checkers =
    material  // checkers
    {
       texture
       {
          pigment
          {
             checker
                color rgb <1.0, 1.0, 1.0>
                color rgb <0.0052, 0.0052, 0.0052>
          }
       }
    }

box { // Cube001
   <-1, -1, -1>, <1, 1, 1>
   material {
     checkers
   }
   scale <10.0, 10.0, 0.25>
   translate  -0.25*z
}

#include "pawn.in1"
#declare RotSweep001 = object {
   RotSweep001_Raw
}
union { // CSG001
   sphere { // Sphere001
     <0,0,0>,1
     scale 0.4
     translate  3.2*z
   }
   object { RotSweep001 }
   material {
     Crystal
   }
}


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