POV-Ray : Newsgroups : povray.binaries.images : unbiased RSOCP : unbiased RSOCP Server Time
4 Nov 2024 22:21:43 EST (-0500)
  unbiased RSOCP  
From: nemesis
Date: 21 Feb 2008 16:11:21
Message: <47bde8f9@news.povray.org>
Recent discussions about povray rendering quality inspired me to do 
this.  I was actually more interested in quality anti-aliasing, as I've 
had some pretty bad AA before of edges against very bright background 
surfaces in radiosity settings.  So, it's the first time I've used such 
impressive AA.  It took 4 hours (radiosity per se was pretty fast) but 
is well worth it.

code:


#local HQ = 1;
#local GI = 1;
#local GIgather = 0;
#local CAUSTICS = 0;
#local CAUSTICSgather = 1;

#default { finish { ambient 0 diffuse .6 } }

global_settings {
     max_trace_level 12
     adc_bailout .01
     #if (GI)
     radiosity {
         brightness 1.8
         gray_threshold .7
         #if (GIgather)
         save_file "rsocp.rad"
         #else
         load_file "rsocp.rad"
         #end
         always_sample off

         count 40*3
         error_bound .4
         low_error_factor .8
         pretrace_end .006
         nearest_count 8
     }
     #end

     #if (CAUSTICS)
     photons { count 40000
         #if (CAUSTICSgather)
         save_file "rsocp.phm"
         #else
         load_file "rsocp.phm"
         #end
     }
     #end
}

union {
     sphere { 0, 1
         pigment { rgb 1 }
         finish { ambient .8 diffuse .8 }
         scale 1000
     }

     sphere { 0, 1
         pigment { rgbt <1,1,1,0> }
         finish { ambient .01 diffuse .3 brilliance 1
             specular 1 roughness .001
             conserve_energy
             reflection { .2,.5 fresnel exponent 1 falloff 2 }
         }
     }
     plane { y, -1
         pigment { checker rgb 1 rgb 0 }
     }

     difference {
         box { -8,8 }
         plane { -z, -7 pigment { rgbt 1 } }
         pigment { rgb .6 }
         translate z*1
     }

     light_source { z*20 .7 fade_power 2 fade_distance 18 rotate -x*30 
rotate y*20
         #if (HQ) area_light x*2,y*2,5,5 orient circular adaptive 0 
jitter #end
     }

     rotate y*40
     rotate -x*10
     translate z*5.3
}

#if (!GI)
light_source { -8*z .6 shadowless }
#end

camera { angle 60
     //#if (HQ) aperture .01 blur_samples 32*64 confidence .999 variance 
0 #end
     #if (HQ) aperture .01 blur_samples 32*16 confidence .98 variance 0 #end
}


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