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I killed povray!!!
Can someone help me render a scene,
I am working on this abstract thing and i am trying to render it but its
taking forever.
Will someone with a fast processor or way of rendering help me...
Or maybe some help taking time off rendering...
I like the scene as is so anything that is not destructive to the way it
looks or renders would be great.
I would love it so much if it could be 1024-768 aa 0.3
Thanks Tonnes!!!!
Source
#declare Radiosity=on
;
global_settings {
assumed_gamma 1.0
//max_trace_level 25
#if (Radiosity)
radiosity {
pretrace_start 0.08 // start pretrace at this size
pretrace_end 0.04 // end pretrace at this size
count 35 // higher -> higher quality
(1..1600) [35]
nearest_count 5 // higher -> higher quality (1..10) [5]
error_bound 1.8 // higher -> smoother, less
accurate [1.8]
recursion_limit 3 // how much interreflections are
calculated (1..5+) [3]
low_error_factor .5 // reduce error_bound during last
pretrace step
gray_threshold 0.0 // increase for weakening colors
(0..1) [0]
minimum_reuse 0.015 // reuse of old radiosity samples
[0.015]
brightness 1 // brightness of radiosity effects
(0..1) [1]
adc_bailout 0.01/2
//normal on // take surface normals into
account [off]
//media on // take media into account [off]
//save_file "file_name" // save radiosity data
//load_file "file_name" // load saved radiosity data
//always_sample off // turn sampling in final trace off
[on]
//max_sample 1.0 // maximum brightness of samples
}
#end
}
//-------------- Includes
#include "colors.inc"
#include "textures.inc"
#include "metals.inc"
//---------------------------- Variables for size and seed
#declare R = seed(12);
#declare num_spheres = 40;
#declare area=10;
#declare min_size = .15;
#declare max_size = .35;
//-----------------------------
#declare thing = sphere_sweep {
//linear_spline | b_spline | cubic_spline
cubic_spline
num_spheres,
#declare i = 0;
#declare start_pos = <rand(R)*area-(area/2), rand(R)*area-(area/2),
rand(R)*area-(area/2)>;
start_pos, rand(R)*(max_size - min_size)+min_size,
#while (i<num_spheres - 2)
#declare s_size = rand(R)*(max_size - min_size)+min_size;
<rand(R)*area-(area/2), rand(R)*area-(area/2),
rand(R)*area-(area/2)>, s_size,
#declare i = i + 1;
#end
start_pos, rand(R)*(max_size - min_size)+min_size
//no_shadow
}
//-------------------------------
object {thing texture {T_Chrome_2E }}
//-------------------------------------------
/*light_source {
0*x
color rgb <1,1,1>
translate <0, 10, -10>
} */
light_source {
0*x // light's position (translated below)
color rgb 1.0 // light's color
area_light
<8, 0, 0> <0, 0, 8> // lights spread out across this distance (x * z)
4, 4 // total number of lights in grid (4x*4z = 16 lights)
adaptive 4 // 0,1,2,3...
jitter // adds random softening of light
circular // make the shape of the light circular
orient // orient light
translate <40, 80, -40> // <x y z> position of light
}
camera {
location <0,1.5,-8.5>
look_at <0, 0, 0>
}
//-------------------------------------------- Extra Scene objects
sky_sphere { pigment { White} }
// gradient y
// color_map {
// [0.0 rgb <0.6,0.7,1.0>]
// [0.7 rgb <0.0,0.1,0.8>]
// }
// }
//}
/*
plane {
y, -1.5
pigment { color rgb <0.7,0.5,0.5> }
}
*/
plane {
y, -3.5
//pigment{White}
texture {
pigment { rgb <1,1,1 > }
finish {
ambient 0
diffuse 0
reflection .3
brilliance 0
specular 1
roughness 1
}
}
}
//------------------------------------------
#declare thin = union {
torus {
0.8,
0.2
scale y*1
}
torus {
0.8,
0.2
scale z*2
rotate x*90
}
}
#declare thig2 = union {
object{thin scale 1 texture {T_Chrome_2D}//no_shadow
rotate z*0}
object{thin scale 1.2 texture {T_Chrome_2E}//no_shadow
rotate z*45}
object{thin scale 1.4 texture {T_Chrome_3A}//no_shadow
rotate z*90}
object{thin scale 1.6 texture {T_Chrome_4B}//no_shadow
rotate z*135}
object{thin scale 1.8 texture {T_Chrome_4C}// no_shadow
rotate z*180}
object{thin scale 2 texture {T_Chrome_2A}//no_shadow
rotate z*225}
object{thin scale 2.2 texture {T_Chrome_2B}//no_shadow
rotate z*270}
object{thin scale 2.4 texture {T_Chrome_2C}//no_shadow
rotate z*315}
}
object {thig2 }
//sphere { <0, -2.5, 5>, 1 pigment {Red}}
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