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"Anthony D. Baye" <Sha### [at] spamnomorehotmailcom> schreef in bericht
news:web.4dd8bbc4db6f07059c4fb0ad0@news.povray.org...
> I adapted the method Thomas suggested, using the following settings:
>
> media {
> intervals 10
> scattering {
> 5, <0.05, 0.17, 0.3>*0.05
> extinction 1.0
> eccentricity -0.23
> }
> samples 50
> absorption rgb <0.95, 0.55, 0.3>*0.05
> density {
> function {exp( -(sqrt(x*x+y*y+z*z)-63870)/4 )}
> density_map {
> [0 rgb 0.0]
> [1 rgb 0.1]
> }
> }
> }
>
> Radiosity (The good settings):
>
> radiosity {
> pretrace_start 0.01
> pretrace_end 0.005
> count 600
>
> nearest_count 12
> error_bound 0.1
> recursion_limit 3
> low_error_factor 0.2
> gray_threshold 0.2
> minimum_reuse 0.015
> brightness 0.58
>
> adc_bailout 0.01/2
> }
>
> I know that 1 interval is supposed to be sufficient, and it may have to do
> with
> my scale, but with only 1 interval I get a ring-effect in the media
> radiating
> outward from the point of greatest light intensity.
As method 3 is the default, intervals should *always* remain 1. I think that
you also should use scattering 1 instead of 5 which probably creates the
ring effect.
>
> The absorption was added because the original media gave the planet a
> reddish
> cast.
The reddish cast happens mainly at the terminator line, as it happens in RL
too ;-)
>
> These settings seem to work fairly well, except that the atmosphere is a
> too
> dense.
Decrease the scattering rgb even further. Try <0.05, 0.17, 0.3>*0.005 for
start and go on from there.
In the radiosity block, imo you should keep recursion_limit=1
In my posts here, entitled Fun with PlanetGenesis, in January 2011, you can
see the results of my settings. My render time (on a dual core) is also much
lower than yours. A couple of hours at most.
Thomas
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