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On Tue, 04 Aug 2015 00:04:37 +0200, Anthony D. Baye
<Sha### [at] spamnomorehotmailcom> wrote:
> Le_Forgeron <lef### [at] freefr> wrote:
>> Le 03/08/2015 05:27, Anthony D. Baye a écrit :
>> > I need a water material that looks good under multiple light source
s
>> but doesn't
>> > bog down when I render it with radiosity.
>> >
>> > The water in my scene is taking forever to render, and I've disable
d
>> everything
>> > but the normal pattern.
>> >
>> > Part of the problem might be a low aa threshold combined with a sma
ll
>> focal
>> > blur, but the rest of the scene renders acceptably quickly.
>> >
>> > I'd appreciate any help.
>> >
>> > Regards,
>> > A.D.B.
>> >
>> >
>> A bit more context please: is it water for indoor (such as inside tub
e,
>> glass, bottle) or outdoor (and kind of latitude: the sea of polynesia
is
>> far different from the waves of scotland, same water, yet not the sam
e
>> final colour).
>>
> Right. Because of the salts dissolved in the water.
> That said: It's nothing special.
>
> pigment { rgbft <1.000, 1.000, 1.000, 1.000, 0.618> }
> finish {
> diffuse 0.3
> specular 0.8
> reflection { 0.3, 1 falloff 5 }
> conserve_energy
> }
> normal {
> function {
> f_ridged_mf(x,y,z, 0.1, 3.0, 7.0, 0.7, 0.7, 2)
> } 0.3
> scale <4.68, 3.2, 4.68>/12
> }
> interior {
> ior 1.33
> fade_distance 3
> fade_power 2
> fade_color rgb <0.235, 0.318, 0.618>
> dispersion 1.016
> dispersion_samples 10
> }
>
> it's intended to be indoors, but may be lighted with external (natural
)
> light
> sources. At the moment, I have six light sources surrounding it.
>
> I used a normal as a substitute for actual geometry (Originally, I was
> using an
> isosurface)
>
> my trace level is default.
>
> I tried commenting out the interior and the finish, to no avail, so
> either it's
> the normal, or a combination of other things.
>
> @Nekar
>>
>> Have you tried adding no_radiosity to the water?
>>
>> --
>> -Nekar Xenos-
>
> it doesn't matter. The water takes forever to render even with
> radiosity turned
> off.
>
> Regards,
> A.D.B.
>
>
Maybe you could try and render the scene without the water and your focu
s
objects as a spherical hdri. Then use that image mapped to a sphere as i
n
the old MegaPov example
http://megapov.inetart.net/manual-1.1/tutorials_hdri.html
--
-Nekar Xenos-
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