POV-Ray : Newsgroups : povray.binaries.images : Tracing the path of streams : Re: Tracing the path of streams Server Time
2 May 2024 05:43:50 EDT (-0400)
  Re: Tracing the path of streams  
From: Thomas de Groot
Date: 17 Feb 2017 02:54:28
Message: <58a6ac34$1@news.povray.org>
On 16-2-2017 18:28, JimT wrote:
> "Kirk Andrews" <kir### [at] tektonartcom> wrote:
>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>> On 16-2-2017 5:45, Kirk Andrews wrote:
>>>> Ok, well, I cut way back on the number streams and finally got a finished
>>>> render. There's only 10 streams in this one.
>>>>
>>>
>>> Like you said, with no provision for erosion, the streams here seem more
>>> artificial then from above, running over the (lowest point) surface.
>>> Nonetheless, it is impressive in my eyes! I am eager to experiment with
>>> your code. I just downloaded it, thanks.
>>>
>>> --
>>> Thomas
>>
>> Looking forward to seeing what you can do with it!
>>
>> Maybe you can help me figure out the bugs in my code. The lakes don't seem to be
>> filling up as much as they should, and I can't seem to figure out why.
>
> I'm impressed. Downloaded the code. More impressed that you did this in 426
> lines. Rendered and got to 81% in a couple of minutes. The big lake has slowed
> things down and it was 22 minutes to finish. 3.0 GHz 4 core I5.

My initial render was not finished after 4 hours, using 6 cores and i7. 
Just switch to the defined 'WaterTex' texture and forget the one at the 
end of the scene. The culprit probably is the finish. The whole image 
now renders in a couple of minutes.

>
> I see what you mean about the lakes not filling up enough to overflow and form a
> follow on stream. I'm guessing Thomas will crack the problem before I do.

I am not that far yet... ;-)

>
> This is very nice work.
>
> JimT
>
>
>


-- 
Thomas


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