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On Mon, 29 Jul 2002 09:58:43 -0500, Richard Morehouse
<rmo### [at] coxnet> wrote:
>I am still a bit of a noobie at this so i will have a lot of
>questions.
That's what these newsgroups are for, after all.
>how would I change the glass objects?
Removing the transparency should suffice. If you have reflection,
remove that as well.
>how does colored glass affect this?
Most people use a high ambient and low diffuse for glasses. When you
remove the transparency, the colored glass will color its surroundings
- maybe not very realistically, maybe vice versa, you'll have to try
and see if you like it :)
>what about metal objects? I use quite a lot of the Polished_Chrome
>texture
Well, use the same texture but without reflection. Read on.
>and water?
Same as glass.
>do i need to change any other finish statements? ie: finish {shiny}
Anything that has reflection and/or transparency - I think Shiny in
particular does not, but you should check.
>could i use an ini file to do both renders one after the other?
Of course :)
Here is a rough draft of what you should do - I am writing this
directly in the newsreader so I can't test it at the moment but it
should give you an idea. Render as an animation with two frames - that
is, command line switches +kfi0 +kff1
// The first frame is the pretrace, the second is the trace
#if (clock<0.5)
#declare Pretrace = true;
#else
#declare Pretrace = false;
#end
global_settings {
radiosity {
count 100
nearest_count 5
error_bound 1.8
recursion_limit 3
low_error_factor .5
gray_threshold 0.0
minimum_reuse 0.015
brightness 1
adc_bailout 0.01/2
// Now, if we are pretracing, use high quality settings and save a
// nice, dense radiosity file
#if (Pretrace)
pretrace_start 0.08
pretrace_end 0.01
always_sample on
save_file "provide_file_name_here"
// Otherwise, load the file and do not calculate additional samples
#else
pretrace_start 1
pretrace_end 1
always_sample off
load_file "provide_file_name_here"
#end
}
}
// Here is an example of how to make a glass material
// Shows how to switch reflection and transparency on/off
#declare MyGlassMaterial = material {
texture {
pigment {
color rgb <0.95,0.975,1>
// Only add transparency if not pretracing
#if (!Pretrace)
filter 0.95
#end
}
finish {
ambient 0.8 diffuse 0.2 brilliance 0.8
specular 0.4 roughness 0.0005
phong 0.2 phong_size 7.5
// Only add reflection if not pretracing
#if (!Pretrace)
reflection 0.075
#end
}
}
interior { ior 1.765 }
}
>after my first post i started the render again without area lights.
>this is making a big difference in render time.
>is the difference in quality significant enough with area lights to
>make it worthwhile. ?
Try without radiosity first and see whether area lights are
contributing enough to your scene to pay the price.
I hope you get a more clearer idea of what I tried to explain in my
last post. My code probably may not run the first time but it should
at least tip you in the right direction.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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