POV-Ray : Newsgroups : povray.newusers : How to get preserve color through an intersection call? : Re: How to get preserve color through an intersection call? Server Time
7 Jul 2024 06:53:29 EDT (-0400)
  Re: How to get preserve color through an intersection call?  
From: Alain
Date: 4 Oct 2010 22:49:25
Message: <4caa9235$1@news.povray.org>

> Thanks for these additional comments Alain. However, before I read them I
> already ran a case at 20 samples and 20 iterations, with the output below (and
> also rotating the cube a bit so the light isn't shining in the camera's eyes).
>
> http://yfrog.com/2mcode20int20samplesp
>
> It took a little over 4 hours to render on my desktop (ran it overnight). I can
> really see how those doing much, much more complicated scenes run into
> ridiculous rendering times.
>
> Alain<aze### [at] qwertyorg>  wrote:

>>> I figured out my issues, which were numerous. Here is my current result:
>>>
>>> http://yfrog.com/fvcode5int5samplesp
>>>
>>> Took 22 minutes to render on my computer. I'm steping up the interval and
>>> sampling rate to make a better image though. This program is mind-blowingly fun
>>> :)
>>>
>>> Thanks for all the help. No more questions in this thread :)
>>>
>>>
>>
>> Don't increase the intervals value as it will kill your render times.
>> Only increase samples.
>>
>> samples 100 will render faster than intervals 10 samples 5 for twice the
>> total samples.
>>
>> While you can use samples 10, 100, only the "10" will be used ans the
>> "100" will be totaly ignored.
>>
>> The defaults value from the documentation are for smpling method 1. The
>> default sampling method is method 3. It's defaults are:
>> intervals 1 // NEVER change that!
>> samples 10 // MUST be 3 or larger.
>>
>>
>> Alain
>
>
>
>
I notted an anomaly in your scene:
The spots are set into 6 sets of 9, for a total of 56. The problem is 
that you have 84 cylinders, and looking further, you have LOTS of 
duplicates like: <0,0,10> <-0,0,10> <0,-0,10> and <-0,-0,10> with many 
apearing in 2 or even 3 colours sets. (manualy changing very small 
values to zeros helped a lot to spot those)
Those duplicates increase your render time and cause coincident surfaces 
artefacts each time that you have more than 1 colour at the same place.



Alain


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