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jva nous apporta ses lumieres en ce 23-12-2006 06:15:
> When rendering the wallstucco scene the renderer never proceeds beyond
> parsing & bounding (beta 18, sse2, on a dual core system). The renderer
> just continues using up processortime (according to task manager) and the
> rendertime in the statusbar keeps increasing. The STOP button doesn't work
> anymore but for the rest the program responds normally to user interaction.
> Closing the program works, but gives - after a while - a Visual C++ runtime
> error "application requested runtime to terminate in an unusual way", after
> which processor time consumption stops.
>
> After some detectivework the problem appears to originate from the
> pigment_map in the Wall declaration, and more precisely due to the crackle
> pattern used.
>
> The following minimal scene gives a similar problem:
>
> camera { location 5*y look_at 0 }
>
> light_source { <10,10,0> color rgb 1 }
>
> sphere {
> 0, 1
> pigment {
> crackle
> colour_map {
> [0 color rgb 1]
> [0.5 color rgb x]
> }
> }
> }
>
> Only now the render produces a complete image on screen which is not saved,
> but the render time keeps on increasing forever and processortime keeps
> being used without change. Stopping behaviour as above. When any other
> pattern is used instead of crackle the scene renders as expected.
>
> Jeroen.
>
>
>
Hit me with the cells pattern in the foloowing scene from the short code contest:
//Title: Pure Fun 225 bytes
#macro C(c,d) //pigment and color map macro
crackle color_map{[0 rgb.3*c][.5 rgb 1-d]}
#end
plane{z,4
pigment{cells
pigment_map{[0 C(z,x)][.3 C(y,x)][.8 C(x,y)][1 C(y,z)]}
turbulence<15,50,20>// very big turbulence
scale 4
warp{repeat-x flip x}}// acts as a mirrow
finish{ambient 1}//chang ambient to -1 to see whats reflected
translate<9,7,0>} //moves the whole plane to
//adjust whats refelected
//the z value has to be >-4
--
Alain
-------------------------------------------------
Save the whales. Collect the whole set.
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