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Need to WIP media into shape...;)
Scene contains 64437 frame level objects; 0 infinite.
Statistics for orca model with sub.pov, resolution 640 x 480
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Pixes: 312640 Samples: 312640 Smpls/Pxl: 1.00
Rays: 375686 Saved: 4 Max Level: 7/10
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Ray->Shape Intersection Tests Succeeded Percentage
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Box 8766925820 5486957615 62.59
Cone/Cylinder 16362795686 6417640988 39.22
CSG Intersection 9157606306 2248645214 24.55
CSG Merge 1459208171 554654922 38.01
CSG Union 3062577480 1434394090 46.84
Height Field 182807242 126333617 69.11
Height Field Box 182807242 182763621 99.98
Height Field Triangle 343238583 127244232 37.07
Height Field Block 2052532269 190910767 9.30
Height Field Cell 4753520177 188598219 3.97
Sphere 8529461331 6495366758 76.15
Torus 236723015 11423526 4.83
Torus Bound 236723015 15395693 6.50
Triangle 1093 217 19.85
Bounding Box 3059553883 2826095716 92.37
Light Buffer 9119972360 4862417245 53.32
Vista Buffer 14846821 12796489 86.19
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Roots Tested: 15395693 eliminated: 1313
Calls to Noise: 7604458 Calls to DNoise: 2344294
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Media Intervals: 475637614 Media Samples: 6185028887 (13.00)
Shadow Ray Tests: 1018258242 Succeeded: 540729222
Reflected Rays: 60
Transmitted Rays: 62986
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Smallest Alloc: 25 bytes Largest: 515520
Peak Memory Used: 279281517 bytes
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Time for Parse: 0 hours 0 minutes 21.0 seconds (21 seconds)
Time for Trace: 12 hours 44 minutes 0.0 seconds (45840 seconds)
Total time: 12 hours 44 minutes 21.0 seconds (45861 seconds)
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CPU time used: kernel 13.63 seconds, user 42937.00 seconds, total
42950.63 seconds
Moray evaluates CSGs incredibly fast when most are references;
you only need to evaluate one for the rest to go 'poof, evaluated'!
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
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Attachments:
Download 'orca.jpg' (19 KB)
Preview of image 'orca.jpg'
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Things are moving forwards! :o) I just wonder why you're using media
(probably as an "atmosphere") instead of fog + spheres of media around bulps
.... it would save you many hours rendering! Here's a quick code for media
bulps, written by Warp.
Regards
Hugo
#macro Glow(GlowColor, Scale)
sphere
{ 0, 1 hollow no_shadow
pigment { rgbt 1 }
interior
{ media
{ emission 1/Scale
density
{ spherical density_map
{ [0 rgb 0][.5 rgb GlowColor*.5][1 rgb 1]
}
}
samples 1,1 intervals 1 confidence .1 // quite fast settings
method 3
}
}
scale Scale
}
#end
camera { location -z*10 look_at 0 angle 35 }
plane { y,-2 pigment { checker rgb 1, rgb .5 } }
light_source
{ <-1.5,1,0>, <1,.5,0>
looks_like { Glow(<1,.5,0>, .5) }
}
light_source
{ <2,.5,0>, <0,.5,1>
looks_like { Glow(<0,.5,1>, 1) }
}
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Hugo wrote:
> Things are moving forwards! :o) I just wonder why you're using
> media (probably as an "atmosphere") instead of fog + spheres of
> media around bulps
Well, there's supposed to be general beams of light, didn't turn
out this pass. Plus spheres of media do strange things with the
settings I use (i.e. distortion, colour changes) when small
objects containing just the lights are used. I'm TRYING to get
render time down to under a half hour so I can do some animation,
but...don't think it's possible. Not with media.
--
Tim Cook
http://empyrean.scifi-fantasy.com
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
Post a reply to this message
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