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MattM nous apporta ses lumieres en ce 21-02-2007 04:44:
> I did some very similar clouds to this a few months ago and had the same
> initial problems, I couldn't seem to get around the fact that to get rid of
> the black dots I had to up the max_trace_level global setting to something
> like 40 and I also increased the media samples and intervals values (to 10
> each in my case) but I think this depends on the media method type) the
> resulting clouds looked good but took many hours to render, I #declared a
> quick setting to allow me to do quick renders) as in ...
>
>
> #declare quick=off;
>
> media {
> #if (quick)
> intervals 2
> samples 2
> #else
> intervals 10
> samples 10
> #end
>
> etc
>
> Hope this helps, although if anyone can do quicker clouds like this I'd be
> very interested too!
>
> "FlaPovFan" <nomail@nomail> wrote:
>> problem, but the dots cover a very small area and the problem could be
>> resolved in an image-editing problem. That's not the Pov-Ray way, though.
>>
>> sure is bloated. Also, any suggestions on removing the black dots.
>> help the problem and really slowed down render times. A Google search
>> revealed a patch for the Linux version of Pov-Ray that was supposed to
>> program. I use the Windows version.
>>
>> Thanks, in advance, for any help.
>>
>> #include "colors.inc"
>> include "functions.inc"
>>
>> camera {
>> location <-14.0, 30.0, -89.0>
>> angle 111
>> look_at <4.0, 42.0, 0.0> right x*image_width/image_height
>> rotate 15.5*y
>> rotate -5*x
>> rotate 3*z
>> }
>>
>>
>> light_source {0*x // light's position (translated below)
>> color rgb <1,1,1> // light's color
>> translate <0, 460, -520>
>> }
>>
>>
>>
>> #declare Cloud=
>>
>> isosurface {
>> function {(f_sphere(x/4.2+2, y/2.8-2, z/1.6-12, 3.9)*f_bozo(x*6.2,
>> y*6.4-32, z*.18+16))+
>> f_granite(x/15-13, y/25-13, z/700-74)}//+f_granite(x/30, y/30, z/30) }
>>
>>
>> contained_by {sphere {0,156.6}}
>> max_gradient 100
>> accuracy .00001
>> threshold .4
>> all_intersections
>> max_trace 300
>> hollow no_shadow
>>
>>
>> texture { pigment { rgbt 1 } }
>>
>> interior {
>>
>> media { scattering {2 .11 extinction .6 } emission <.005,.005,.005>
>> density {spherical
>> warp { turbulence 2.8 lambda 4 octaves 4 omega 1 }
>> density_map {
>> [0 rgb 0 ]
>> [.4 rgb .01]
>> [.7 rgb .0128]
>> [.99 rgb .0421]
>> [.995 rgb 1.0001]
>> [1 rgb .8]
>> }
>>
>> turbulence 6.55
>> octaves 6
>> omega 0.7
>> lambda 2
>> color_map {
>>
>> [0.0 0.1 color rgb <.6, .6, .6>*1.6
>> color rgbt <0.85, 0.85,0.85, .35>*1.6]
>> [0.11 0.6 color Clear
>> color rgbt <1, 1, 1, .5>*1.6]
>> [0.61 1 color Clear // rgb <1.75, 1.75, 1.75>*1.9
>> color rgbt <0.7,0.7,0.8,.7>]
>> }
>>
>> } } } }
>>
>>
>> #object {Cloud scale <7,7,2>*.47 rotate 20*z translate 85*y translate 22*z}
>>
>> sky_sphere {
>> pigment {
>> wrinkles
>> scale 0.35
>> turbulence .4
>> octaves 300
>> color_map {
>> [0 color rgb <0.25, 0.25, 0.7>]
>> [1 color rgb <0.9, 0.9, 1>]
>> }
>> }
>>
>> }
>
>
> ------------------------------------------------------------------------
>
Default method is 3. With this method, it's best to only have 1 interval and
increase samples. In your case, replacing {intervals 10 samples 10} by {samples
100} will be considerably faster.
--
Alain
-------------------------------------------------
Believe those who are seeking the truth; doubt those who find it.
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