POV-Ray : Newsgroups : povray.binaries.images : Algorithmus Wanted : Re: Algorithmus Wanted Server Time
29 Apr 2024 20:40:47 EDT (-0400)
  Re: Algorithmus Wanted  
From: Sven Littkowski
Date: 22 Feb 2018 16:57:21
Message: <5a8f3cc1$1@news.povray.org>
Here is my new problem, and it has nothing to do with POV-Ray: the BLACK
SCREEN.

I am using an Intel i3 processor, and the Intel HD Graphics driver. That
combination is known to cause the Black Screen during graphical works.
In my case, i tried to do a simple animation with the modified scene,
but get always the Black Screen after rendering the 4th or 5th frame. I
don't think, that there is any solution to this, for my computer.

I have to ask anyone of you, if you could render 100 frames for me, if
you can forgive me that request.

-------------------------------------

Output_File_Type=n Quality=12 +KI0.0 +KF1.0 +KFI1 +KFF100

800x450
AA 0.3

-------------------------------------

// ABX  Place and orient objects along spline
http://news.povray.org/povray.general/message/%3Cttoenucoq6fcgkun57la24s9ia4ij5o573%404ax.com%3E/#%3Cttoenucoq6fcgkun57la24s9ia4ij5o573%404ax.com%3E

#version 3.7;

#declare RAD = 4;

global_settings
{
 #declare a_g = 1;
 assumed_gamma a_g
 max_trace_level 5
 subsurface {radiosity on samples 200,200}
 noise_generator 2
 #if(RAD > 0)
  radiosity
  {
   pretrace_start 0.08
   pretrace_end   0.04/RAD
   count 60*RAD
   nearest_count min (20, RAD)
   error_bound 2/RAD
   low_error_factor 0.5
   recursion_limit 1
   gray_threshold 0
   minimum_reuse 0.015
   brightness 1
   adc_bailout 0.005
   normal on
   media off
   always_sample off
  }
 #end
}

camera
{
 angle 31*image_width/image_height*0.75
 location  < 0, 0, -2 >
 right     x*image_width/image_height
 look_at   < 0, 0.05, 0 >
}

#include "transforms.inc"
#include "shapes.inc"
#include "strings.inc"

#macro Time_To_Length_Converter (Spline, Min, Max, Accuracy)

#local Conversion = function
{
 spline
 {
  #local Last   = Spline (Min);
  #local Length = 0;
  #local C      = Min;
  #while (C <= Max)
   #local C      = min (C, Max);
   #local Point  = Spline (C);
   #local Length = Length+vlength (Point-(Last*1.0003));
   #local Last   = Point;
   C , < 1, 0, 0 >*Length
   #local C      = C+Accuracy;
  #end
 }
}

function (T)
 {
  Conversion (T).x
 }
#end

#macro Spline_With_Linear_Movement (Spline, Min, Max, Accuracy)
 spline
 {
  #local Last   = Spline(Min);
  #local Length = 0;
  #local C      = Min;
  #while (C <= Max)
   #local C      = min (C, Max);
   #local Point  = Spline (C);
   #local Length = Length+vlength (Point-Last);
   #local Last   = Point;
   Length, Point+<0,0,0>
   #local C      = C+Accuracy;
  #end
 }
#end

#declare fac  = 0.5;
#declare rs   = seed (2338);
#declare sca  = rand (rs);
#declare sca2 = 0.5;

#declare MySpline = spline
{
 cubic_spline
 -0.125,<sca*-1,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0,     <sca*0,0,1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.125, <sca*1,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.25,  <sca*2,0,-1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.375, <sca*3,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.5,   <sca*4,0,1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.625, <sca*5,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac
 0.75,  <sca*6,0,-1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 0.875, <sca*7,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 1,     <sca*8,0,1*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac,
 1.125, <sca*9,0,0*sca2>+<rand (rs),0.5*rand (rs),rand (rs)>*fac
}

#declare MySplineLinear   = Spline_With_Linear_Movement (MySpline, 0, 1,
0.001);
#declare f_MySplineLength = Time_To_Length_Converter (MySpline, 0, 1,
0.001);
#declare MySplineLength   = f_MySplineLength (1);

#declare MyObject = union
{
 union
 {
  torus
  {
   0.425, 0.075
   rotate < 0.0, 0.0, 90.0 >
   scale < 4.5, 1.125, 1.125 >
  }
  torus
  {
   0.425, 0.075
   rotate < 0.0, 0.0, 90.0 >
   translate < -0.25, 0.0, 0.0 >
  }
  torus
  {
   0.425, 0.075
   rotate < 0.0, 0.0, 90.0 >
   translate < 0.25, 0.0, 0.0 >
  }
  texture
  {
   pigment
   {
    onion
    color_map
    {
     [ 0 color rgb 1 ]
     [ 1 color rgb < 0.075, 0.0751, 0.075 > ]
    }
    rotate < 0, 0, 90 >
    scale 0.6
   }
   normal
   {
    granite 0.15
    scale 1
   }
   finish { phong 0.1 }
  }
 }
 union
 {
  cylinder { < -0.323, 0, 0 >, < -0.322, 0, 0 >, 0.425 }
  cylinder { <  0.323, 0, 0 >, <  0.322, 0, 0 >, 0.425 }
  texture
  {
   pigment
   {
    onion
    color_map
    {
     [ 0      rgbt < 0.7764706, 0.8941176, 0.545098, 0.85 > ]
     [ 0.65   rgbt < 0.7764706, 0.8941176, 0.545098, 0.85 > ]
     [ 1      rgbt < 0.075,     0.0755,    0.075,    0.35 > ]
    }
    rotate <0,0,90>
    scale 0.52
   }
   normal
   {
    granite 0.15
    scale 1
   }
   finish { phong 0.1 }
  }
 }
 sphere
 {
  < 0, 0, 0 >, 0.315
  scale < 1, 1, 1 >
  texture
  {
   pigment
   {
    onion
    color_map
    {
     [ 0      rgb < 0.5019608, 0.772549, 0.227451 >*0.9 ]
     [ 1      rgb < 0.5019608, 0.772549, 0.227451 >*1.1 ]
    }
    rotate <0,0,90>
    scale 0.52
   }
   normal
   {
    granite 0.75
    scale 0.5
   }
   finish { phong 0.1 ambient 0.5 }
  }
 }
 scale 0.27
 rotate z*90
}

#declare Step = MySplineLength*0.05;

#declare All = union
{
 #declare Count = 0;
 #while (Count <= MySplineLength-Step)
  object
  {
   MyObject
   pigment { color rgb < 1, 0.3, 0.7 > }
   finish
   {
    specular albedo 1
    metallic
    roughness 0.025
    diffuse 0.4
    brilliance 2
    reflection {0, 1 metallic}
    conserve_energy
    irid { 0.35 thickness 0.1 turbulence 0.5 }
    ambient 0
   }
   Spline_Trans (MySplineLinear, Count, y, 0.1, 0.1)
  }
  #declare Count = Count+Step;
 #end
 rotate x*90
 rotate < 0.0, (clock*360), 0.0 >
}

object
{
 Center_Object (All, 1)
 translate z*5
}

sphere
{
 0, 1000
 pigment
 {
  image_map
  {
   hdr "kitchen_probe2.hdr"
   gamma 2.2
   map_type 1
   interpolate 2
  }
 }
 finish {emission rgb 0.05}
 no_image
}

background
{
 color rgb < 0.1882353,  0.2705882,  0.3294118 >*0.1
}

---
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