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>> Look, I'm not looking for super accuracy here, just a little media to
>> scatter my light sources.
>>
>> right now I' looking down a long corridor so I made this.
>>
>> #declare media_box=box{
>> <-10,-10,-50><10,30,200>
>> hollow
>> pigment{color rgbf 1}
>> interior{
>> media {
>> intervals 9
>> scattering { 1, rgb 0.03 }
>> samples 1, 10
>> confidence 1/10
>> variance 1/1000
>> ratio 0.9
>> }
>> }
>> }
>>
>> however, when I use it my render takes many hours to complete.
>> is there something that can produce a simple, easy haze to scatter my
>> light and take, oh say 10 minutes?
>
> The default sampling method is method 3. The documentations are about
> the old method 1. The settings given are not good for method 3.
>
> Remove intervals 9. It realy bogs you down. Default to intervals 1 and
> MUST be left at that value.
>
> Use samples 9 instead. The second samples value is totaly ignored and
> best left out.
> Also, remove ratio 0.9. It's no longer needed.
>
> You can also leave confidence and variance out and use the default values.
> This gives something like:
> interior{ media { scattering { 1, rgb 0.03 } samples 20}
>
> This will be much faster and gives the same, or beter, result.
>
> As said, scatering is the slowest kind of media, but you can make it
> even slower with bogus parameters.
>
>
> Alain
Change Special effects|Athmospheric media as follow:
// atmospheric media can be generated by adding a media statement
// to the scene not attached to any specific object
media { // atmospheric media sample
scattering { 1, rgb 0.03 }
samples 10
}
Then change Material|Media to:
// general media statement
// put in interior or in scene file for atmospheric media
media {
// (---general values---)
samples 10 // minimum and maximum number of samples taken
per interval [1,1]
// (---media types---)
absorption rgb<0,1,0> // absorbing media, block light of specified color
//emission rgb<0,1,0> // emitting media, emit light of specified color
/*
scattering { // scattering media
1, // scattering type 1=isotropic; 2=Mie haze;
3=Mie murky
// 4=Rayleigh; 5=Henyey-Greenstein
rgb<0,1,0> // color
//eccentricity 0.25 // eccentricity for type 5 [0.0]
//extinction 1.0 // for balancing amount of absorption [1.0]
}*/
// (---method---)
//method 1 // old Povray 3.1 method
//method 2 // new method with even distribution
method 3 // adaptive sampling. New default
aa_threshold 0.1 // accuracy threshold for method 3 [0.1]
aa_level 4 // maximum recursion depth for method 3 [4]
jitter 0.5 // randomness for method 2&3
// (---density---)
/*
density {
spherical // any pattern
color_map {...} // color_map
//density_map {...} // or alternatively density_map
}*/
// translate etc.
}
Alain
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